提交 3dfc4dfa 编写于 作者: T Takahiro 提交者: Mr.doob

Clean up WebGLRenderer (#9406)

上级 9d945e11
......@@ -829,7 +829,7 @@ function WebGLRenderer( parameters ) {
//
if ( (object && object.isMesh) ) {
if ( object && object.isMesh ) {
if ( material.wireframe === true ) {
......@@ -857,7 +857,7 @@ function WebGLRenderer( parameters ) {
}
} else if ( (object && object.isLine) ) {
} else if ( object && object.isLine ) {
var lineWidth = material.linewidth;
......@@ -865,7 +865,7 @@ function WebGLRenderer( parameters ) {
state.setLineWidth( lineWidth * getTargetPixelRatio() );
if ( (object && object.isLineSegments) ) {
if ( object && object.isLineSegments ) {
renderer.setMode( _gl.LINES );
......@@ -875,13 +875,13 @@ function WebGLRenderer( parameters ) {
}
} else if ( (object && object.isPoints) ) {
} else if ( object && object.isPoints ) {
renderer.setMode( _gl.POINTS );
}
if ( (geometry && geometry.isInstancedBufferGeometry) ) {
if ( geometry && geometry.isInstancedBufferGeometry ) {
if ( geometry.maxInstancedCount > 0 ) {
......@@ -901,7 +901,7 @@ function WebGLRenderer( parameters ) {
var extension;
if ( (geometry && geometry.isInstancedBufferGeometry) ) {
if ( geometry && geometry.isInstancedBufferGeometry ) {
extension = extensions.get( 'ANGLE_instanced_arrays' );
......@@ -944,7 +944,7 @@ function WebGLRenderer( parameters ) {
} else if ( array instanceof Float64Array ) {
console.warn("Unsupported data buffer format: Float64Array");
console.warn( "Unsupported data buffer format: Float64Array" );
} else if ( array instanceof Uint16Array ) {
......@@ -975,13 +975,13 @@ function WebGLRenderer( parameters ) {
var size = geometryAttribute.itemSize;
var buffer = objects.getAttributeBuffer( geometryAttribute );
if ( (geometryAttribute && geometryAttribute.isInterleavedBufferAttribute) ) {
if ( geometryAttribute && geometryAttribute.isInterleavedBufferAttribute ) {
var data = geometryAttribute.data;
var stride = data.stride;
var offset = geometryAttribute.offset;
if ( (data && data.isInstancedInterleavedBuffer) ) {
if ( data && data.isInstancedInterleavedBuffer ) {
state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
......@@ -1002,7 +1002,7 @@ function WebGLRenderer( parameters ) {
} else {
if ( (geometryAttribute && geometryAttribute.isInstancedBufferAttribute) ) {
if ( geometryAttribute && geometryAttribute.isInstancedBufferAttribute ) {
state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
......@@ -1116,7 +1116,7 @@ function WebGLRenderer( parameters ) {
this.render = function ( scene, camera, renderTarget, forceClear ) {
if ( (camera && camera.isCamera) === false ) {
if ( ( camera && camera.isCamera ) === false ) {
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
return;
......@@ -1202,7 +1202,7 @@ function WebGLRenderer( parameters ) {
glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
} else if ( (background && background.isColor) ) {
} else if ( background && background.isColor ) {
glClearColor( background.r, background.g, background.b, 1 );
......@@ -1214,7 +1214,7 @@ function WebGLRenderer( parameters ) {
}
if ( (background && background.isCubeTexture) ) {
if ( background && background.isCubeTexture ) {
backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
......@@ -1228,7 +1228,7 @@ function WebGLRenderer( parameters ) {
_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
} else if ( (background && background.isTexture) ) {
} else if ( background && background.isTexture ) {
backgroundPlaneMesh.material.map = background;
......@@ -1389,11 +1389,11 @@ function WebGLRenderer( parameters ) {
if ( object.layers.test( camera.layers ) ) {
if ( (object && object.isLight) ) {
if ( object && object.isLight ) {
lights.push( object );
} else if ( (object && object.isSprite) ) {
} else if ( object && object.isSprite ) {
if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
......@@ -1401,11 +1401,11 @@ function WebGLRenderer( parameters ) {
}
} else if ( (object && object.isLensFlare) ) {
} else if ( object && object.isLensFlare ) {
lensFlares.push( object );
} else if ( (object && object.isImmediateRenderObject) ) {
} else if ( object && object.isImmediateRenderObject ) {
if ( _this.sortObjects === true ) {
......@@ -1416,9 +1416,9 @@ function WebGLRenderer( parameters ) {
pushRenderItem( object, null, object.material, _vector3.z, null );
} else if ( (object && object.isMesh) || (object && object.isLine) || (object && object.isPoints) ) {
} else if ( ( object && object.isMesh ) || ( object && object.isLine ) || ( object && object.isPoints ) ) {
if ( (object && object.isSkinnedMesh) ) {
if ( object && object.isSkinnedMesh ) {
object.skeleton.update();
......@@ -1439,7 +1439,7 @@ function WebGLRenderer( parameters ) {
var geometry = objects.update( object );
if ( (material && material.isMultiMaterial) ) {
if ( material && material.isMultiMaterial ) {
var groups = geometry.groups;
var materials = material.materials;
......@@ -1495,7 +1495,7 @@ function WebGLRenderer( parameters ) {
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
if ( (object && object.isImmediateRenderObject) ) {
if ( object && object.isImmediateRenderObject ) {
setMaterial( material );
......@@ -1622,8 +1622,8 @@ function WebGLRenderer( parameters ) {
var uniforms = materialProperties.__webglShader.uniforms;
if ( ! ( (material && material.isShaderMaterial) ) &&
! ( (material && material.isRawShaderMaterial) ) ||
if ( ! ( material && material.isShaderMaterial ) &&
! ( material && material.isRawShaderMaterial ) ||
material.clipping === true ) {
materialProperties.numClippingPlanes = _clipping.numPlanes;
......@@ -1798,9 +1798,9 @@ function WebGLRenderer( parameters ) {
// load material specific uniforms
// (shader material also gets them for the sake of genericity)
if ( (material && material.isShaderMaterial) ||
(material && material.isMeshPhongMaterial) ||
(material && material.isMeshStandardMaterial) ||
if ( ( material && material.isShaderMaterial ) ||
( material && material.isMeshPhongMaterial ) ||
( material && material.isMeshStandardMaterial ) ||
material.envMap ) {
var uCamPos = p_uniforms.map.cameraPosition;
......@@ -1814,11 +1814,11 @@ function WebGLRenderer( parameters ) {
}
if ( (material && material.isMeshPhongMaterial) ||
(material && material.isMeshLambertMaterial) ||
(material && material.isMeshBasicMaterial) ||
(material && material.isMeshStandardMaterial) ||
(material && material.isShaderMaterial) ||
if ( ( material && material.isMeshPhongMaterial ) ||
( material && material.isMeshLambertMaterial ) ||
( material && material.isMeshBasicMaterial ) ||
( material && material.isMeshStandardMaterial ) ||
( material && material.isShaderMaterial ) ||
material.skinning ) {
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
......@@ -1884,11 +1884,11 @@ function WebGLRenderer( parameters ) {
}
if ( (material && material.isMeshBasicMaterial) ||
(material && material.isMeshLambertMaterial) ||
(material && material.isMeshPhongMaterial) ||
(material && material.isMeshStandardMaterial) ||
(material && material.isMeshDepthMaterial) ) {
if ( ( material && material.isMeshBasicMaterial ) ||
( material && material.isMeshLambertMaterial ) ||
( material && material.isMeshPhongMaterial ) ||
( material && material.isMeshStandardMaterial ) ||
( material && material.isMeshDepthMaterial ) ) {
refreshUniformsCommon( m_uniforms, material );
......@@ -1896,36 +1896,36 @@ function WebGLRenderer( parameters ) {
// refresh single material specific uniforms
if ( (material && material.isLineBasicMaterial) ) {
if ( material && material.isLineBasicMaterial ) {
refreshUniformsLine( m_uniforms, material );
} else if ( (material && material.isLineDashedMaterial) ) {
} else if ( material && material.isLineDashedMaterial ) {
refreshUniformsLine( m_uniforms, material );
refreshUniformsDash( m_uniforms, material );
} else if ( (material && material.isPointsMaterial) ) {
} else if ( material && material.isPointsMaterial ) {
refreshUniformsPoints( m_uniforms, material );
} else if ( (material && material.isMeshLambertMaterial) ) {
} else if ( material && material.isMeshLambertMaterial ) {
refreshUniformsLambert( m_uniforms, material );
} else if ( (material && material.isMeshPhongMaterial) ) {
} else if ( material && material.isMeshPhongMaterial ) {
refreshUniformsPhong( m_uniforms, material );
} else if ( (material && material.isMeshPhysicalMaterial) ) {
} else if ( material && material.isMeshPhysicalMaterial ) {
refreshUniformsPhysical( m_uniforms, material );
} else if ( (material && material.isMeshStandardMaterial) ) {
} else if ( material && material.isMeshStandardMaterial ) {
refreshUniformsStandard( m_uniforms, material );
} else if ( (material && material.isMeshDepthMaterial) ) {
} else if ( material && material.isMeshDepthMaterial ) {
if ( material.displacementMap ) {
......@@ -1935,7 +1935,7 @@ function WebGLRenderer( parameters ) {
}
} else if ( (material && material.isMeshNormalMaterial) ) {
} else if ( material && material.isMeshNormalMaterial ) {
m_uniforms.opacity.value = material.opacity;
......@@ -2066,7 +2066,7 @@ function WebGLRenderer( parameters ) {
// WebGLRenderTargetCube will be flipped for backwards compatibility
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
uniforms.flipEnvMap.value = ( ! ( (material.envMap && material.envMap.isCubeTexture) ) ) ? 1 : - 1;
uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
uniforms.reflectivity.value = material.reflectivity;
uniforms.refractionRatio.value = material.refractionRatio;
......@@ -2112,12 +2112,12 @@ function WebGLRenderer( parameters ) {
uniforms.fogColor.value = fog.color;
if ( (fog && fog.isFog) ) {
if ( fog && fog.isFog ) {
uniforms.fogNear.value = fog.near;
uniforms.fogFar.value = fog.far;
} else if ( (fog && fog.isFogExp2) ) {
} else if ( fog && fog.isFogExp2 ) {
uniforms.fogDensity.value = fog.density;
......@@ -2315,13 +2315,13 @@ function WebGLRenderer( parameters ) {
shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
if ( (light && light.isAmbientLight) ) {
if ( light && light.isAmbientLight ) {
r += color.r * intensity;
g += color.g * intensity;
b += color.b * intensity;
} else if ( (light && light.isDirectionalLight) ) {
} else if ( light && light.isDirectionalLight ) {
var uniforms = lightCache.get( light );
......@@ -2345,7 +2345,7 @@ function WebGLRenderer( parameters ) {
_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
_lights.directional[ directionalLength ++ ] = uniforms;
} else if ( (light && light.isSpotLight) ) {
} else if ( light && light.isSpotLight ) {
var uniforms = lightCache.get( light );
......@@ -2378,7 +2378,7 @@ function WebGLRenderer( parameters ) {
_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
_lights.spot[ spotLength ++ ] = uniforms;
} else if ( (light && light.isPointLight) ) {
} else if ( light && light.isPointLight ) {
var uniforms = lightCache.get( light );
......@@ -2414,7 +2414,7 @@ function WebGLRenderer( parameters ) {
_lights.point[ pointLength ++ ] = uniforms;
} else if ( (light && light.isHemisphereLight) ) {
} else if ( light && light.isHemisphereLight ) {
var uniforms = lightCache.get( light );
......@@ -2481,7 +2481,7 @@ function WebGLRenderer( parameters ) {
// backwards compatibility: peel texture.texture
return function setTexture2D( texture, slot ) {
if ( (texture && texture.isWebGLRenderTarget) ) {
if ( texture && texture.isWebGLRenderTarget ) {
if ( ! warned ) {
......@@ -2526,7 +2526,7 @@ function WebGLRenderer( parameters ) {
return function setTextureCube( texture, slot ) {
// backwards compatibility: peel texture.texture
if ( (texture && texture.isWebGLRenderTargetCube) ) {
if ( texture && texture.isWebGLRenderTargetCube ) {
if ( ! warned ) {
......@@ -2541,7 +2541,7 @@ function WebGLRenderer( parameters ) {
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
// TODO: unify these code paths
if ( (texture && texture.isCubeTexture) ||
if ( ( texture && texture.isCubeTexture ) ||
( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
// CompressedTexture can have Array in image :/
......@@ -2577,7 +2577,7 @@ function WebGLRenderer( parameters ) {
}
var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) );
var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
var framebuffer;
if ( renderTarget ) {
......@@ -2633,7 +2633,7 @@ function WebGLRenderer( parameters ) {
this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
if ( (renderTarget && renderTarget.isWebGLRenderTarget) === false ) {
if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
return;
......
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