提交 20c96f52 编写于 作者: M Mr.doob

Reverted changes, starting again.

上级 330ab778
......@@ -19,10 +19,6 @@ THREE.WebGLRenderer = function ( parameters ) {
_currentGeometryGroupHash = null,
_geometryGroupCounter = 0,
_object, _objects = [],
_renderData, _projector = new THREE.Projector(),
_vertexBuffers = [], _textureBuffers = [],
// gl state cache
_oldDoubleSided = null,
......@@ -181,7 +177,7 @@ THREE.WebGLRenderer = function ( parameters ) {
//
// this.context = _gl;
this.context = _gl;
var _supportsVertexTextures = ( maxVertexTextures() > 0 );
......@@ -254,12 +250,6 @@ THREE.WebGLRenderer = function ( parameters ) {
var _spriteAttributesEnabled = false;
this.getContext = function () {
return _gl;
};
this.setSize = function ( width, height ) {
_canvas.width = width;
......@@ -335,6 +325,12 @@ THREE.WebGLRenderer = function ( parameters ) {
};
this.getContext = function () {
return _gl;
};
this.deallocateObject = function ( object ) {
if ( ! object.__webglInit ) return;
......@@ -712,7 +708,7 @@ THREE.WebGLRenderer = function ( parameters ) {
};
function initMeshBuffers( geometryGroup, object ) {
function initMeshBuffers ( geometryGroup, object ) {
var f, fl, fi, face,
m, ml, size,
......@@ -3377,6 +3373,42 @@ THREE.WebGLRenderer = function ( parameters ) {
};
function computeFrustum( m ) {
_frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
_frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
_frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
_frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
_frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
_frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
var i, plane;
for ( i = 0; i < 6; i ++ ) {
plane = _frustum[ i ];
plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
}
};
function isInFrustum( object ) {
var distance, matrix = object.matrixWorld,
radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
for ( var i = 0; i < 6; i ++ ) {
distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
if ( distance <= radius ) return false;
}
return true;
};
function addToFixedArray( where, what ) {
where.list[ where.count ] = what;
......@@ -3677,12 +3709,6 @@ THREE.WebGLRenderer = function ( parameters ) {
_this.info.render.vertices = 0;
_this.info.render.faces = 0;
if ( this.autoClear || forceClear ) {
this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
}
if ( camera.parent == null ) {
console.warn( "Camera is not on the Scene. Adding it..." );
......@@ -3698,35 +3724,20 @@ THREE.WebGLRenderer = function ( parameters ) {
camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
_projector.computeFrustum( _projScreenMatrix );
_renderData = _projector.projectGraph( scene );
// lights = scene.__webglLights;
computeFrustum( _projScreenMatrix );
setRenderTarget( renderTarget ); // TODO: A bit obfuscated
ol = _renderData.objects.length;
for ( o = 0; o < ol; o ++ ) {
this.initWebGLObjects( scene );
object = _renderData.objects[ o ];
_object = _objects[ object.id ] || initObject( object );
object.matrixWorld.flattenToArray( _object.objectMatrixArray );
lights = scene.__webglLights;
// setupMatrices()
setRenderTarget( renderTarget );
_object.modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, _object.modelViewMatrixArray );
THREE.Matrix4.makeInvert3x3( _object.modelViewMatrix ).transposeIntoArray( _object.normalMatrixArray );
if ( this.autoClear || forceClear ) {
this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
}
/*
// set matrices
ol = scene.__webglObjects.length;
......@@ -4008,11 +4019,9 @@ THREE.WebGLRenderer = function ( parameters ) {
}
*/
// render 2d
if ( _renderData.sprites.length ) {
if ( scene.__webglSprites.length ) {
renderSprites( scene, camera );
......@@ -4225,102 +4234,102 @@ THREE.WebGLRenderer = function ( parameters ) {
};
function initObject( object ) {
function addObject( object, scene ) {
_object = _objects[ object.id ] = {};
var g, geometry, geometryGroup;
_object.modelViewMatrix = new THREE.Matrix4();
if ( ! object.__webglInit ) {
_object.normalMatrixArray = new Float32Array( 9 );
_object.modelViewMatrixArray = new Float32Array( 16 );
_object.objectMatrixArray = new Float32Array( 16 );
object.__webglInit = true;
object.matrixWorld.flattenToArray( _object.objectMatrixArray );
object._modelViewMatrix = new THREE.Matrix4();
if ( object instanceof THREE.Mesh ) {
object._normalMatrixArray = new Float32Array( 9 );
object._modelViewMatrixArray = new Float32Array( 16 );
object._objectMatrixArray = new Float32Array( 16 );
var geometry = object.geometry;
object.matrixWorld.flattenToArray( object._objectMatrixArray );
if ( geometry.geometryGroups == undefined ) {
if ( object instanceof THREE.Mesh ) {
sortFacesByMaterial( geometry );
geometry = object.geometry;
}
if ( geometry.geometryGroups == undefined ) {
// create separate VBOs per geometry chunk
sortFacesByMaterial( geometry );
for ( var g in geometry.geometryGroups ) {
}
var geometryGroup = geometry.geometryGroups[ g ];
// create separate VBOs per geometry chunk
// initialise VBO on the first access
for ( g in geometry.geometryGroups ) {
if ( ! geometryGroup.__webglVertexBuffer ) {
geometryGroup = geometry.geometryGroups[ g ];
createMeshBuffers( geometryGroup );
initMeshBuffers( geometryGroup, object );
// initialise VBO on the first access
geometry.__dirtyVertices = true;
geometry.__dirtyMorphTargets = true;
geometry.__dirtyElements = true;
geometry.__dirtyUvs = true;
geometry.__dirtyNormals = true;
geometry.__dirtyTangents = true;
geometry.__dirtyColors = true;
if ( ! geometryGroup.__webglVertexBuffer ) {
}
createMeshBuffers( geometryGroup );
initMeshBuffers( geometryGroup, object );
}
geometry.__dirtyVertices = true;
geometry.__dirtyMorphTargets = true;
geometry.__dirtyElements = true;
geometry.__dirtyUvs = true;
geometry.__dirtyNormals = true;
geometry.__dirtyTangents = true;
geometry.__dirtyColors = true;
} else if ( object instanceof THREE.Ribbon ) {
}
geometry = object.geometry;
}
if( ! geometry.__webglVertexBuffer ) {
} else if ( object instanceof THREE.Ribbon ) {
createRibbonBuffers( geometry );
initRibbonBuffers( geometry );
geometry = object.geometry;
geometry.__dirtyVertices = true;
geometry.__dirtyColors = true;
if( ! geometry.__webglVertexBuffer ) {
}
createRibbonBuffers( geometry );
initRibbonBuffers( geometry );
} else if ( object instanceof THREE.Line ) {
geometry.__dirtyVertices = true;
geometry.__dirtyColors = true;
geometry = object.geometry;
}
if( ! geometry.__webglVertexBuffer ) {
} else if ( object instanceof THREE.Line ) {
createLineBuffers( geometry );
initLineBuffers( geometry );
geometry = object.geometry;
geometry.__dirtyVertices = true;
geometry.__dirtyColors = true;
if( ! geometry.__webglVertexBuffer ) {
}
createLineBuffers( geometry );
initLineBuffers( geometry );
} else if ( object instanceof THREE.ParticleSystem ) {
geometry.__dirtyVertices = true;
geometry.__dirtyColors = true;
geometry = object.geometry;
}
if ( ! geometry.__webglVertexBuffer ) {
} else if ( object instanceof THREE.ParticleSystem ) {
createParticleBuffers( geometry );
initParticleBuffers( geometry, object );
geometry = object.geometry;
geometry.__dirtyVertices = true;
geometry.__dirtyColors = true;
if ( ! geometry.__webglVertexBuffer ) {
}
createParticleBuffers( geometry );
initParticleBuffers( geometry, object );
}
geometry.__dirtyVertices = true;
geometry.__dirtyColors = true;
return _object;
}
}
}
function addObject( object, scene ) {
}
if ( ! object.__webglActive ) {
......@@ -5827,4 +5836,3 @@ THREE.WebGLRenderer = function ( parameters ) {
}
*/
};
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