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23f73aac
T
three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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23f73aac
编写于
3月 17, 2016
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
WebGLRenderer: Fixed shadow not being renderer at first frame. See #8379.
上级
d34b60f0
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
38 addition
and
23 deletion
+38
-23
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+11
-15
src/renderers/webgl/WebGLPrograms.js
src/renderers/webgl/WebGLPrograms.js
+1
-1
src/renderers/webgl/WebGLShadowMap.js
src/renderers/webgl/WebGLShadowMap.js
+26
-7
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
23f73aac
...
...
@@ -139,7 +139,7 @@ THREE.WebGLRenderer = function ( parameters ) {
pointShadowMatrix
:
[],
hemi
:
[],
shadows
:
[]
,
shadows
:
0
,
shadowsPointLight
:
0
},
...
...
@@ -303,7 +303,7 @@ THREE.WebGLRenderer = function ( parameters ) {
// shadow map
var
shadowMap
=
new
THREE
.
WebGLShadowMap
(
this
,
_
lights
,
objects
);
var
shadowMap
=
new
THREE
.
WebGLShadowMap
(
this
,
lights
,
objects
);
this
.
shadowMap
=
shadowMap
;
...
...
@@ -1158,12 +1158,12 @@ THREE.WebGLRenderer = function ( parameters ) {
}
setupLights
(
lights
,
camera
);
//
shadowMap
.
render
(
scene
,
camera
);
setupLights
(
lights
,
camera
);
//
_infoRender
.
calls
=
0
;
...
...
@@ -1625,8 +1625,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if
(
materialProperties
.
lightsHash
!==
undefined
&&
materialProperties
.
lightsHash
!==
_lights
.
hash
)
{
if
(
materialProperties
.
lightsHash
!==
_lights
.
hash
)
{
material
.
needsUpdate
=
true
;
...
...
@@ -2602,10 +2601,9 @@ THREE.WebGLRenderer = function ( parameters ) {
directionalLength
=
0
,
pointLength
=
0
,
spotLength
=
0
,
hemiLength
=
0
,
shadowsLength
=
0
;
hemiLength
=
0
;
_lights
.
shadows
=
0
;
_lights
.
shadowsPointLight
=
0
;
for
(
l
=
0
,
ll
=
lights
.
length
;
l
<
ll
;
l
++
)
{
...
...
@@ -2640,7 +2638,7 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms
.
shadowRadius
=
light
.
shadow
.
radius
;
uniforms
.
shadowMapSize
=
light
.
shadow
.
mapSize
;
_lights
.
shadows
[
shadowsLength
++
]
=
light
;
_lights
.
shadows
++
;
}
...
...
@@ -2675,7 +2673,7 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms
.
shadowRadius
=
light
.
shadow
.
radius
;
uniforms
.
shadowMapSize
=
light
.
shadow
.
mapSize
;
_lights
.
shadows
[
shadowsLength
++
]
=
light
;
_lights
.
shadows
++
;
}
...
...
@@ -2702,7 +2700,7 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms
.
shadowRadius
=
light
.
shadow
.
radius
;
uniforms
.
shadowMapSize
=
light
.
shadow
.
mapSize
;
_lights
.
shadows
[
shadowsLength
++
]
=
light
;
_lights
.
shadows
++
;
}
...
...
@@ -2747,9 +2745,7 @@ THREE.WebGLRenderer = function ( parameters ) {
_lights
.
point
.
length
=
pointLength
;
_lights
.
hemi
.
length
=
hemiLength
;
_lights
.
shadows
.
length
=
shadowsLength
;
_lights
.
hash
=
directionalLength
+
'
,
'
+
pointLength
+
'
,
'
+
spotLength
+
'
,
'
+
hemiLength
+
'
,
'
+
shadowsLength
;
_lights
.
hash
=
directionalLength
+
'
,
'
+
pointLength
+
'
,
'
+
spotLength
+
'
,
'
+
hemiLength
+
'
,
'
+
_lights
.
shadows
;
}
...
...
src/renderers/webgl/WebGLPrograms.js
浏览文件 @
23f73aac
...
...
@@ -172,7 +172,7 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
pointLightShadows
:
lights
.
shadowsPointLight
,
shadowMapEnabled
:
renderer
.
shadowMap
.
enabled
&&
object
.
receiveShadow
&&
lights
.
shadows
.
length
>
0
,
shadowMapEnabled
:
renderer
.
shadowMap
.
enabled
&&
object
.
receiveShadow
&&
lights
.
shadows
>
0
,
shadowMapType
:
renderer
.
shadowMap
.
type
,
toneMapping
:
renderer
.
toneMapping
,
...
...
src/renderers/webgl/WebGLShadowMap.js
浏览文件 @
23f73aac
...
...
@@ -10,6 +10,8 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
_frustum
=
new
THREE
.
Frustum
(),
_projScreenMatrix
=
new
THREE
.
Matrix4
(),
_lightShadows
=
[],
_shadowMapSize
=
new
THREE
.
Vector2
(),
_lookTarget
=
new
THREE
.
Vector3
(),
...
...
@@ -92,14 +94,29 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
this
.
render
=
function
(
scene
,
camera
)
{
var
faceCount
,
isPointLight
;
var
shadows
=
_lights
.
shadows
;
if
(
shadows
.
length
===
0
)
return
;
if
(
scope
.
enabled
===
false
)
return
;
if
(
scope
.
autoUpdate
===
false
&&
scope
.
needsUpdate
===
false
)
return
;
// Collect lights with shadows
var
lightShadowsLength
=
0
;
for
(
var
i
=
0
,
l
=
_lights
.
length
;
i
<
l
;
i
++
)
{
var
light
=
_lights
[
i
];
if
(
light
.
castShadow
)
{
_lightShadows
[
lightShadowsLength
++
]
=
light
;
}
}
if
(
lightShadowsLength
===
0
)
return
;
_lightShadows
.
length
=
lightShadowsLength
;
// Set GL state for depth map.
_state
.
clearColor
(
1
,
1
,
1
,
1
);
_state
.
disable
(
_gl
.
BLEND
);
...
...
@@ -111,9 +128,11 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
// render depth map
for
(
var
i
=
0
,
il
=
shadows
.
length
;
i
<
il
;
i
++
)
{
var
faceCount
,
isPointLight
;
for
(
var
i
=
0
,
il
=
_lightShadows
.
length
;
i
<
il
;
i
++
)
{
var
light
=
s
hadows
[
i
];
var
light
=
_lightS
hadows
[
i
];
var
shadow
=
light
.
shadow
;
var
shadowCamera
=
shadow
.
camera
;
...
...
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