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37778209
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
37778209
编写于
8月 13, 2015
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: ImmediateRenderObject code clean up.
上级
e24a45dd
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
23 addition
and
33 deletion
+23
-33
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+23
-33
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
37778209
...
...
@@ -669,18 +669,18 @@ THREE.WebGLRenderer = function ( parameters ) {
state
.
initAttributes
();
var
objectPropertie
s
=
properties
.
get
(
object
);
var
buffer
s
=
properties
.
get
(
object
);
if
(
object
.
hasPositions
&&
!
objectProperties
.
__webglVertexBuffer
)
objectProperties
.
__webglVertexBuffer
=
_gl
.
createBuffer
();
if
(
object
.
hasNormals
&&
!
objectProperties
.
__webglNormalBuffer
)
objectProperties
.
__webglNormalBuffer
=
_gl
.
createBuffer
();
if
(
object
.
hasUvs
&&
!
objectProperties
.
__webglUvBuffer
)
objectProperties
.
__webglUvBuffer
=
_gl
.
createBuffer
();
if
(
object
.
hasColors
&&
!
objectProperties
.
__webglColorBuffer
)
objectProperties
.
__webglColorBuffe
r
=
_gl
.
createBuffer
();
if
(
object
.
hasPositions
&&
!
buffers
.
position
)
buffers
.
position
=
_gl
.
createBuffer
();
if
(
object
.
hasNormals
&&
!
buffers
.
normal
)
buffers
.
normal
=
_gl
.
createBuffer
();
if
(
object
.
hasUvs
&&
!
buffers
.
uv
)
buffers
.
uv
=
_gl
.
createBuffer
();
if
(
object
.
hasColors
&&
!
buffers
.
color
)
buffers
.
colo
r
=
_gl
.
createBuffer
();
var
attributes
=
program
.
getAttributes
();
if
(
object
.
hasPositions
)
{
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
objectProperties
.
__webglVertexBuffer
);
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
buffers
.
position
);
_gl
.
bufferData
(
_gl
.
ARRAY_BUFFER
,
object
.
positionArray
,
_gl
.
DYNAMIC_DRAW
);
state
.
enableAttribute
(
attributes
.
position
);
...
...
@@ -690,7 +690,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if
(
object
.
hasNormals
)
{
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
objectProperties
.
__webglNormalBuffer
);
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
buffers
.
normal
);
if
(
material
instanceof
THREE
.
MeshPhongMaterial
===
false
&&
material
.
shading
===
THREE
.
FlatShading
)
{
...
...
@@ -745,7 +745,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if
(
object
.
hasUvs
&&
material
.
map
)
{
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
objectProperties
.
__webglUvBuffer
);
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
buffers
.
uv
);
_gl
.
bufferData
(
_gl
.
ARRAY_BUFFER
,
object
.
uvArray
,
_gl
.
DYNAMIC_DRAW
);
state
.
enableAttribute
(
attributes
.
uv
);
...
...
@@ -756,7 +756,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if
(
object
.
hasColors
&&
material
.
vertexColors
!==
THREE
.
NoColors
)
{
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
objectProperties
.
__webglColorBuffe
r
);
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
buffers
.
colo
r
);
_gl
.
bufferData
(
_gl
.
ARRAY_BUFFER
,
object
.
colorArray
,
_gl
.
DYNAMIC_DRAW
);
state
.
enableAttribute
(
attributes
.
color
);
...
...
@@ -1597,13 +1597,13 @@ THREE.WebGLRenderer = function ( parameters ) {
state
.
setBlending
(
THREE
.
NoBlending
);
renderObjects
(
opaqueObjects
,
camera
,
lights
,
fog
,
null
);
renderObjectsImmediate
(
opaqueImmediateObjects
,
camera
,
lights
,
fog
,
null
);
renderObjects
(
opaqueObjects
,
camera
,
lights
,
fog
);
renderObjectsImmediate
(
opaqueImmediateObjects
,
camera
,
lights
,
fog
);
// transparent pass (back-to-front order)
renderObjects
(
transparentObjects
,
camera
,
lights
,
fog
,
null
);
renderObjectsImmediate
(
transparentImmediateObjects
,
camera
,
lights
,
fog
,
null
);
renderObjects
(
transparentObjects
,
camera
,
lights
,
fog
);
renderObjectsImmediate
(
transparentImmediateObjects
,
camera
,
lights
,
fog
);
}
...
...
@@ -1739,7 +1739,7 @@ THREE.WebGLRenderer = function ( parameters ) {
setupMatrices
(
object
,
camera
);
if
(
overrideMaterial
===
null
)
material
=
object
.
material
;
if
(
overrideMaterial
===
undefined
)
material
=
object
.
material
;
_this
.
renderBufferDirect
(
camera
,
lights
,
fog
,
material
,
object
);
...
...
@@ -1757,33 +1757,23 @@ THREE.WebGLRenderer = function ( parameters ) {
setupMatrices
(
object
,
camera
);
if
(
o
bject
.
visible
===
true
)
{
if
(
o
verrideMaterial
===
undefined
)
material
=
object
.
material
;
if
(
overrideMaterial
===
null
)
material
=
object
.
material
;
setMaterial
(
material
)
;
_this
.
renderImmediateObject
(
camera
,
lights
,
fog
,
material
,
object
);
var
program
=
setProgram
(
camera
,
lights
,
fog
,
material
,
object
);
}
}
}
this
.
renderImmediateObject
=
function
(
camera
,
lights
,
fog
,
material
,
object
)
{
setMaterial
(
material
);
var
program
=
setProgram
(
camera
,
lights
,
fog
,
material
,
object
);
_currentGeometryProgram
=
''
;
_currentGeometryProgram
=
''
;
object
.
render
(
function
(
object
)
{
object
.
render
(
function
(
object
)
{
_this
.
renderBufferImmediate
(
object
,
program
,
material
);
_this
.
renderBufferImmediate
(
object
,
program
,
material
);
}
);
}
);
}
}
;
}
// Materials
...
...
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