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three.js
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3dfc4dfa
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
提交
3dfc4dfa
编写于
7月 26, 2016
作者:
T
Takahiro
提交者:
Mr.doob
7月 26, 2016
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Clean up WebGLRenderer (#9406)
上级
9d945e11
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
59 addition
and
59 deletion
+59
-59
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+59
-59
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
3dfc4dfa
...
@@ -829,7 +829,7 @@ function WebGLRenderer( parameters ) {
...
@@ -829,7 +829,7 @@ function WebGLRenderer( parameters ) {
//
//
if
(
(
object
&&
object
.
isMesh
)
)
{
if
(
object
&&
object
.
isMesh
)
{
if
(
material
.
wireframe
===
true
)
{
if
(
material
.
wireframe
===
true
)
{
...
@@ -857,7 +857,7 @@ function WebGLRenderer( parameters ) {
...
@@ -857,7 +857,7 @@ function WebGLRenderer( parameters ) {
}
}
}
else
if
(
(
object
&&
object
.
isLine
)
)
{
}
else
if
(
object
&&
object
.
isLine
)
{
var
lineWidth
=
material
.
linewidth
;
var
lineWidth
=
material
.
linewidth
;
...
@@ -865,7 +865,7 @@ function WebGLRenderer( parameters ) {
...
@@ -865,7 +865,7 @@ function WebGLRenderer( parameters ) {
state
.
setLineWidth
(
lineWidth
*
getTargetPixelRatio
()
);
state
.
setLineWidth
(
lineWidth
*
getTargetPixelRatio
()
);
if
(
(
object
&&
object
.
isLineSegments
)
)
{
if
(
object
&&
object
.
isLineSegments
)
{
renderer
.
setMode
(
_gl
.
LINES
);
renderer
.
setMode
(
_gl
.
LINES
);
...
@@ -875,13 +875,13 @@ function WebGLRenderer( parameters ) {
...
@@ -875,13 +875,13 @@ function WebGLRenderer( parameters ) {
}
}
}
else
if
(
(
object
&&
object
.
isPoints
)
)
{
}
else
if
(
object
&&
object
.
isPoints
)
{
renderer
.
setMode
(
_gl
.
POINTS
);
renderer
.
setMode
(
_gl
.
POINTS
);
}
}
if
(
(
geometry
&&
geometry
.
isInstancedBufferGeometry
)
)
{
if
(
geometry
&&
geometry
.
isInstancedBufferGeometry
)
{
if
(
geometry
.
maxInstancedCount
>
0
)
{
if
(
geometry
.
maxInstancedCount
>
0
)
{
...
@@ -901,7 +901,7 @@ function WebGLRenderer( parameters ) {
...
@@ -901,7 +901,7 @@ function WebGLRenderer( parameters ) {
var
extension
;
var
extension
;
if
(
(
geometry
&&
geometry
.
isInstancedBufferGeometry
)
)
{
if
(
geometry
&&
geometry
.
isInstancedBufferGeometry
)
{
extension
=
extensions
.
get
(
'
ANGLE_instanced_arrays
'
);
extension
=
extensions
.
get
(
'
ANGLE_instanced_arrays
'
);
...
@@ -944,7 +944,7 @@ function WebGLRenderer( parameters ) {
...
@@ -944,7 +944,7 @@ function WebGLRenderer( parameters ) {
}
else
if
(
array
instanceof
Float64Array
)
{
}
else
if
(
array
instanceof
Float64Array
)
{
console
.
warn
(
"
Unsupported data buffer format: Float64Array
"
);
console
.
warn
(
"
Unsupported data buffer format: Float64Array
"
);
}
else
if
(
array
instanceof
Uint16Array
)
{
}
else
if
(
array
instanceof
Uint16Array
)
{
...
@@ -975,13 +975,13 @@ function WebGLRenderer( parameters ) {
...
@@ -975,13 +975,13 @@ function WebGLRenderer( parameters ) {
var
size
=
geometryAttribute
.
itemSize
;
var
size
=
geometryAttribute
.
itemSize
;
var
buffer
=
objects
.
getAttributeBuffer
(
geometryAttribute
);
var
buffer
=
objects
.
getAttributeBuffer
(
geometryAttribute
);
if
(
(
geometryAttribute
&&
geometryAttribute
.
isInterleavedBufferAttribute
)
)
{
if
(
geometryAttribute
&&
geometryAttribute
.
isInterleavedBufferAttribute
)
{
var
data
=
geometryAttribute
.
data
;
var
data
=
geometryAttribute
.
data
;
var
stride
=
data
.
stride
;
var
stride
=
data
.
stride
;
var
offset
=
geometryAttribute
.
offset
;
var
offset
=
geometryAttribute
.
offset
;
if
(
(
data
&&
data
.
isInstancedInterleavedBuffer
)
)
{
if
(
data
&&
data
.
isInstancedInterleavedBuffer
)
{
state
.
enableAttributeAndDivisor
(
programAttribute
,
data
.
meshPerAttribute
,
extension
);
state
.
enableAttributeAndDivisor
(
programAttribute
,
data
.
meshPerAttribute
,
extension
);
...
@@ -1002,7 +1002,7 @@ function WebGLRenderer( parameters ) {
...
@@ -1002,7 +1002,7 @@ function WebGLRenderer( parameters ) {
}
else
{
}
else
{
if
(
(
geometryAttribute
&&
geometryAttribute
.
isInstancedBufferAttribute
)
)
{
if
(
geometryAttribute
&&
geometryAttribute
.
isInstancedBufferAttribute
)
{
state
.
enableAttributeAndDivisor
(
programAttribute
,
geometryAttribute
.
meshPerAttribute
,
extension
);
state
.
enableAttributeAndDivisor
(
programAttribute
,
geometryAttribute
.
meshPerAttribute
,
extension
);
...
@@ -1116,7 +1116,7 @@ function WebGLRenderer( parameters ) {
...
@@ -1116,7 +1116,7 @@ function WebGLRenderer( parameters ) {
this
.
render
=
function
(
scene
,
camera
,
renderTarget
,
forceClear
)
{
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.
'
);
console
.
error
(
'
THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.
'
);
return
;
return
;
...
@@ -1202,7 +1202,7 @@ function WebGLRenderer( parameters ) {
...
@@ -1202,7 +1202,7 @@ function WebGLRenderer( parameters ) {
glClearColor
(
_clearColor
.
r
,
_clearColor
.
g
,
_clearColor
.
b
,
_clearAlpha
);
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
);
glClearColor
(
background
.
r
,
background
.
g
,
background
.
b
,
1
);
...
@@ -1214,7 +1214,7 @@ function WebGLRenderer( parameters ) {
...
@@ -1214,7 +1214,7 @@ function WebGLRenderer( parameters ) {
}
}
if
(
(
background
&&
background
.
isCubeTexture
)
)
{
if
(
background
&&
background
.
isCubeTexture
)
{
backgroundCamera2
.
projectionMatrix
.
copy
(
camera
.
projectionMatrix
);
backgroundCamera2
.
projectionMatrix
.
copy
(
camera
.
projectionMatrix
);
...
@@ -1228,7 +1228,7 @@ function WebGLRenderer( parameters ) {
...
@@ -1228,7 +1228,7 @@ function WebGLRenderer( parameters ) {
_this
.
renderBufferDirect
(
backgroundCamera2
,
null
,
backgroundBoxMesh
.
geometry
,
backgroundBoxMesh
.
material
,
backgroundBoxMesh
,
null
);
_this
.
renderBufferDirect
(
backgroundCamera2
,
null
,
backgroundBoxMesh
.
geometry
,
backgroundBoxMesh
.
material
,
backgroundBoxMesh
,
null
);
}
else
if
(
(
background
&&
background
.
isTexture
)
)
{
}
else
if
(
background
&&
background
.
isTexture
)
{
backgroundPlaneMesh
.
material
.
map
=
background
;
backgroundPlaneMesh
.
material
.
map
=
background
;
...
@@ -1389,11 +1389,11 @@ function WebGLRenderer( parameters ) {
...
@@ -1389,11 +1389,11 @@ function WebGLRenderer( parameters ) {
if
(
object
.
layers
.
test
(
camera
.
layers
)
)
{
if
(
object
.
layers
.
test
(
camera
.
layers
)
)
{
if
(
(
object
&&
object
.
isLight
)
)
{
if
(
object
&&
object
.
isLight
)
{
lights
.
push
(
object
);
lights
.
push
(
object
);
}
else
if
(
(
object
&&
object
.
isSprite
)
)
{
}
else
if
(
object
&&
object
.
isSprite
)
{
if
(
object
.
frustumCulled
===
false
||
isSpriteViewable
(
object
)
===
true
)
{
if
(
object
.
frustumCulled
===
false
||
isSpriteViewable
(
object
)
===
true
)
{
...
@@ -1401,11 +1401,11 @@ function WebGLRenderer( parameters ) {
...
@@ -1401,11 +1401,11 @@ function WebGLRenderer( parameters ) {
}
}
}
else
if
(
(
object
&&
object
.
isLensFlare
)
)
{
}
else
if
(
object
&&
object
.
isLensFlare
)
{
lensFlares
.
push
(
object
);
lensFlares
.
push
(
object
);
}
else
if
(
(
object
&&
object
.
isImmediateRenderObject
)
)
{
}
else
if
(
object
&&
object
.
isImmediateRenderObject
)
{
if
(
_this
.
sortObjects
===
true
)
{
if
(
_this
.
sortObjects
===
true
)
{
...
@@ -1416,9 +1416,9 @@ function WebGLRenderer( parameters ) {
...
@@ -1416,9 +1416,9 @@ function WebGLRenderer( parameters ) {
pushRenderItem
(
object
,
null
,
object
.
material
,
_vector3
.
z
,
null
);
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
();
object
.
skeleton
.
update
();
...
@@ -1439,7 +1439,7 @@ function WebGLRenderer( parameters ) {
...
@@ -1439,7 +1439,7 @@ function WebGLRenderer( parameters ) {
var
geometry
=
objects
.
update
(
object
);
var
geometry
=
objects
.
update
(
object
);
if
(
(
material
&&
material
.
isMultiMaterial
)
)
{
if
(
material
&&
material
.
isMultiMaterial
)
{
var
groups
=
geometry
.
groups
;
var
groups
=
geometry
.
groups
;
var
materials
=
material
.
materials
;
var
materials
=
material
.
materials
;
...
@@ -1495,7 +1495,7 @@ function WebGLRenderer( parameters ) {
...
@@ -1495,7 +1495,7 @@ function WebGLRenderer( parameters ) {
object
.
modelViewMatrix
.
multiplyMatrices
(
camera
.
matrixWorldInverse
,
object
.
matrixWorld
);
object
.
modelViewMatrix
.
multiplyMatrices
(
camera
.
matrixWorldInverse
,
object
.
matrixWorld
);
object
.
normalMatrix
.
getNormalMatrix
(
object
.
modelViewMatrix
);
object
.
normalMatrix
.
getNormalMatrix
(
object
.
modelViewMatrix
);
if
(
(
object
&&
object
.
isImmediateRenderObject
)
)
{
if
(
object
&&
object
.
isImmediateRenderObject
)
{
setMaterial
(
material
);
setMaterial
(
material
);
...
@@ -1622,8 +1622,8 @@ function WebGLRenderer( parameters ) {
...
@@ -1622,8 +1622,8 @@ function WebGLRenderer( parameters ) {
var
uniforms
=
materialProperties
.
__webglShader
.
uniforms
;
var
uniforms
=
materialProperties
.
__webglShader
.
uniforms
;
if
(
!
(
(
material
&&
material
.
isShaderMaterial
)
)
&&
if
(
!
(
material
&&
material
.
isShaderMaterial
)
&&
!
(
(
material
&&
material
.
isRawShaderMaterial
)
)
||
!
(
material
&&
material
.
isRawShaderMaterial
)
||
material
.
clipping
===
true
)
{
material
.
clipping
===
true
)
{
materialProperties
.
numClippingPlanes
=
_clipping
.
numPlanes
;
materialProperties
.
numClippingPlanes
=
_clipping
.
numPlanes
;
...
@@ -1798,9 +1798,9 @@ function WebGLRenderer( parameters ) {
...
@@ -1798,9 +1798,9 @@ function WebGLRenderer( parameters ) {
// load material specific uniforms
// load material specific uniforms
// (shader material also gets them for the sake of genericity)
// (shader material also gets them for the sake of genericity)
if
(
(
material
&&
material
.
isShaderMaterial
)
||
if
(
(
material
&&
material
.
isShaderMaterial
)
||
(
material
&&
material
.
isMeshPhongMaterial
)
||
(
material
&&
material
.
isMeshPhongMaterial
)
||
(
material
&&
material
.
isMeshStandardMaterial
)
||
(
material
&&
material
.
isMeshStandardMaterial
)
||
material
.
envMap
)
{
material
.
envMap
)
{
var
uCamPos
=
p_uniforms
.
map
.
cameraPosition
;
var
uCamPos
=
p_uniforms
.
map
.
cameraPosition
;
...
@@ -1814,11 +1814,11 @@ function WebGLRenderer( parameters ) {
...
@@ -1814,11 +1814,11 @@ function WebGLRenderer( parameters ) {
}
}
if
(
(
material
&&
material
.
isMeshPhongMaterial
)
||
if
(
(
material
&&
material
.
isMeshPhongMaterial
)
||
(
material
&&
material
.
isMeshLambertMaterial
)
||
(
material
&&
material
.
isMeshLambertMaterial
)
||
(
material
&&
material
.
isMeshBasicMaterial
)
||
(
material
&&
material
.
isMeshBasicMaterial
)
||
(
material
&&
material
.
isMeshStandardMaterial
)
||
(
material
&&
material
.
isMeshStandardMaterial
)
||
(
material
&&
material
.
isShaderMaterial
)
||
(
material
&&
material
.
isShaderMaterial
)
||
material
.
skinning
)
{
material
.
skinning
)
{
p_uniforms
.
setValue
(
_gl
,
'
viewMatrix
'
,
camera
.
matrixWorldInverse
);
p_uniforms
.
setValue
(
_gl
,
'
viewMatrix
'
,
camera
.
matrixWorldInverse
);
...
@@ -1884,11 +1884,11 @@ function WebGLRenderer( parameters ) {
...
@@ -1884,11 +1884,11 @@ function WebGLRenderer( parameters ) {
}
}
if
(
(
material
&&
material
.
isMeshBasicMaterial
)
||
if
(
(
material
&&
material
.
isMeshBasicMaterial
)
||
(
material
&&
material
.
isMeshLambertMaterial
)
||
(
material
&&
material
.
isMeshLambertMaterial
)
||
(
material
&&
material
.
isMeshPhongMaterial
)
||
(
material
&&
material
.
isMeshPhongMaterial
)
||
(
material
&&
material
.
isMeshStandardMaterial
)
||
(
material
&&
material
.
isMeshStandardMaterial
)
||
(
material
&&
material
.
isMeshDepthMaterial
)
)
{
(
material
&&
material
.
isMeshDepthMaterial
)
)
{
refreshUniformsCommon
(
m_uniforms
,
material
);
refreshUniformsCommon
(
m_uniforms
,
material
);
...
@@ -1896,36 +1896,36 @@ function WebGLRenderer( parameters ) {
...
@@ -1896,36 +1896,36 @@ function WebGLRenderer( parameters ) {
// refresh single material specific uniforms
// refresh single material specific uniforms
if
(
(
material
&&
material
.
isLineBasicMaterial
)
)
{
if
(
material
&&
material
.
isLineBasicMaterial
)
{
refreshUniformsLine
(
m_uniforms
,
material
);
refreshUniformsLine
(
m_uniforms
,
material
);
}
else
if
(
(
material
&&
material
.
isLineDashedMaterial
)
)
{
}
else
if
(
material
&&
material
.
isLineDashedMaterial
)
{
refreshUniformsLine
(
m_uniforms
,
material
);
refreshUniformsLine
(
m_uniforms
,
material
);
refreshUniformsDash
(
m_uniforms
,
material
);
refreshUniformsDash
(
m_uniforms
,
material
);
}
else
if
(
(
material
&&
material
.
isPointsMaterial
)
)
{
}
else
if
(
material
&&
material
.
isPointsMaterial
)
{
refreshUniformsPoints
(
m_uniforms
,
material
);
refreshUniformsPoints
(
m_uniforms
,
material
);
}
else
if
(
(
material
&&
material
.
isMeshLambertMaterial
)
)
{
}
else
if
(
material
&&
material
.
isMeshLambertMaterial
)
{
refreshUniformsLambert
(
m_uniforms
,
material
);
refreshUniformsLambert
(
m_uniforms
,
material
);
}
else
if
(
(
material
&&
material
.
isMeshPhongMaterial
)
)
{
}
else
if
(
material
&&
material
.
isMeshPhongMaterial
)
{
refreshUniformsPhong
(
m_uniforms
,
material
);
refreshUniformsPhong
(
m_uniforms
,
material
);
}
else
if
(
(
material
&&
material
.
isMeshPhysicalMaterial
)
)
{
}
else
if
(
material
&&
material
.
isMeshPhysicalMaterial
)
{
refreshUniformsPhysical
(
m_uniforms
,
material
);
refreshUniformsPhysical
(
m_uniforms
,
material
);
}
else
if
(
(
material
&&
material
.
isMeshStandardMaterial
)
)
{
}
else
if
(
material
&&
material
.
isMeshStandardMaterial
)
{
refreshUniformsStandard
(
m_uniforms
,
material
);
refreshUniformsStandard
(
m_uniforms
,
material
);
}
else
if
(
(
material
&&
material
.
isMeshDepthMaterial
)
)
{
}
else
if
(
material
&&
material
.
isMeshDepthMaterial
)
{
if
(
material
.
displacementMap
)
{
if
(
material
.
displacementMap
)
{
...
@@ -1935,7 +1935,7 @@ function WebGLRenderer( parameters ) {
...
@@ -1935,7 +1935,7 @@ function WebGLRenderer( parameters ) {
}
}
}
else
if
(
(
material
&&
material
.
isMeshNormalMaterial
)
)
{
}
else
if
(
material
&&
material
.
isMeshNormalMaterial
)
{
m_uniforms
.
opacity
.
value
=
material
.
opacity
;
m_uniforms
.
opacity
.
value
=
material
.
opacity
;
...
@@ -2066,7 +2066,7 @@ function WebGLRenderer( parameters ) {
...
@@ -2066,7 +2066,7 @@ function WebGLRenderer( parameters ) {
// WebGLRenderTargetCube will be flipped for backwards compatibility
// WebGLRenderTargetCube will be flipped for backwards compatibility
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
// 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
// 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
.
reflectivity
.
value
=
material
.
reflectivity
;
uniforms
.
refractionRatio
.
value
=
material
.
refractionRatio
;
uniforms
.
refractionRatio
.
value
=
material
.
refractionRatio
;
...
@@ -2112,12 +2112,12 @@ function WebGLRenderer( parameters ) {
...
@@ -2112,12 +2112,12 @@ function WebGLRenderer( parameters ) {
uniforms
.
fogColor
.
value
=
fog
.
color
;
uniforms
.
fogColor
.
value
=
fog
.
color
;
if
(
(
fog
&&
fog
.
isFog
)
)
{
if
(
fog
&&
fog
.
isFog
)
{
uniforms
.
fogNear
.
value
=
fog
.
near
;
uniforms
.
fogNear
.
value
=
fog
.
near
;
uniforms
.
fogFar
.
value
=
fog
.
far
;
uniforms
.
fogFar
.
value
=
fog
.
far
;
}
else
if
(
(
fog
&&
fog
.
isFogExp2
)
)
{
}
else
if
(
fog
&&
fog
.
isFogExp2
)
{
uniforms
.
fogDensity
.
value
=
fog
.
density
;
uniforms
.
fogDensity
.
value
=
fog
.
density
;
...
@@ -2315,13 +2315,13 @@ function WebGLRenderer( parameters ) {
...
@@ -2315,13 +2315,13 @@ function WebGLRenderer( parameters ) {
shadowMap
=
(
light
.
shadow
&&
light
.
shadow
.
map
)
?
light
.
shadow
.
map
.
texture
:
null
;
shadowMap
=
(
light
.
shadow
&&
light
.
shadow
.
map
)
?
light
.
shadow
.
map
.
texture
:
null
;
if
(
(
light
&&
light
.
isAmbientLight
)
)
{
if
(
light
&&
light
.
isAmbientLight
)
{
r
+=
color
.
r
*
intensity
;
r
+=
color
.
r
*
intensity
;
g
+=
color
.
g
*
intensity
;
g
+=
color
.
g
*
intensity
;
b
+=
color
.
b
*
intensity
;
b
+=
color
.
b
*
intensity
;
}
else
if
(
(
light
&&
light
.
isDirectionalLight
)
)
{
}
else
if
(
light
&&
light
.
isDirectionalLight
)
{
var
uniforms
=
lightCache
.
get
(
light
);
var
uniforms
=
lightCache
.
get
(
light
);
...
@@ -2345,7 +2345,7 @@ function WebGLRenderer( parameters ) {
...
@@ -2345,7 +2345,7 @@ function WebGLRenderer( parameters ) {
_lights
.
directionalShadowMatrix
[
directionalLength
]
=
light
.
shadow
.
matrix
;
_lights
.
directionalShadowMatrix
[
directionalLength
]
=
light
.
shadow
.
matrix
;
_lights
.
directional
[
directionalLength
++
]
=
uniforms
;
_lights
.
directional
[
directionalLength
++
]
=
uniforms
;
}
else
if
(
(
light
&&
light
.
isSpotLight
)
)
{
}
else
if
(
light
&&
light
.
isSpotLight
)
{
var
uniforms
=
lightCache
.
get
(
light
);
var
uniforms
=
lightCache
.
get
(
light
);
...
@@ -2378,7 +2378,7 @@ function WebGLRenderer( parameters ) {
...
@@ -2378,7 +2378,7 @@ function WebGLRenderer( parameters ) {
_lights
.
spotShadowMatrix
[
spotLength
]
=
light
.
shadow
.
matrix
;
_lights
.
spotShadowMatrix
[
spotLength
]
=
light
.
shadow
.
matrix
;
_lights
.
spot
[
spotLength
++
]
=
uniforms
;
_lights
.
spot
[
spotLength
++
]
=
uniforms
;
}
else
if
(
(
light
&&
light
.
isPointLight
)
)
{
}
else
if
(
light
&&
light
.
isPointLight
)
{
var
uniforms
=
lightCache
.
get
(
light
);
var
uniforms
=
lightCache
.
get
(
light
);
...
@@ -2414,7 +2414,7 @@ function WebGLRenderer( parameters ) {
...
@@ -2414,7 +2414,7 @@ function WebGLRenderer( parameters ) {
_lights
.
point
[
pointLength
++
]
=
uniforms
;
_lights
.
point
[
pointLength
++
]
=
uniforms
;
}
else
if
(
(
light
&&
light
.
isHemisphereLight
)
)
{
}
else
if
(
light
&&
light
.
isHemisphereLight
)
{
var
uniforms
=
lightCache
.
get
(
light
);
var
uniforms
=
lightCache
.
get
(
light
);
...
@@ -2481,7 +2481,7 @@ function WebGLRenderer( parameters ) {
...
@@ -2481,7 +2481,7 @@ function WebGLRenderer( parameters ) {
// backwards compatibility: peel texture.texture
// backwards compatibility: peel texture.texture
return
function
setTexture2D
(
texture
,
slot
)
{
return
function
setTexture2D
(
texture
,
slot
)
{
if
(
(
texture
&&
texture
.
isWebGLRenderTarget
)
)
{
if
(
texture
&&
texture
.
isWebGLRenderTarget
)
{
if
(
!
warned
)
{
if
(
!
warned
)
{
...
@@ -2526,7 +2526,7 @@ function WebGLRenderer( parameters ) {
...
@@ -2526,7 +2526,7 @@ function WebGLRenderer( parameters ) {
return
function
setTextureCube
(
texture
,
slot
)
{
return
function
setTextureCube
(
texture
,
slot
)
{
// backwards compatibility: peel texture.texture
// backwards compatibility: peel texture.texture
if
(
(
texture
&&
texture
.
isWebGLRenderTargetCube
)
)
{
if
(
texture
&&
texture
.
isWebGLRenderTargetCube
)
{
if
(
!
warned
)
{
if
(
!
warned
)
{
...
@@ -2541,7 +2541,7 @@ function WebGLRenderer( parameters ) {
...
@@ -2541,7 +2541,7 @@ function WebGLRenderer( parameters ) {
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
// TODO: unify these code paths
// TODO: unify these code paths
if
(
(
texture
&&
texture
.
isCubeTexture
)
||
if
(
(
texture
&&
texture
.
isCubeTexture
)
||
(
Array
.
isArray
(
texture
.
image
)
&&
texture
.
image
.
length
===
6
)
)
{
(
Array
.
isArray
(
texture
.
image
)
&&
texture
.
image
.
length
===
6
)
)
{
// CompressedTexture can have Array in image :/
// CompressedTexture can have Array in image :/
...
@@ -2577,7 +2577,7 @@ function WebGLRenderer( parameters ) {
...
@@ -2577,7 +2577,7 @@ function WebGLRenderer( parameters ) {
}
}
var
isCube
=
(
(
renderTarget
&&
renderTarget
.
isWebGLRenderTargetCube
)
);
var
isCube
=
(
renderTarget
&&
renderTarget
.
isWebGLRenderTargetCube
);
var
framebuffer
;
var
framebuffer
;
if
(
renderTarget
)
{
if
(
renderTarget
)
{
...
@@ -2633,7 +2633,7 @@ function WebGLRenderer( parameters ) {
...
@@ -2633,7 +2633,7 @@ function WebGLRenderer( parameters ) {
this
.
readRenderTargetPixels
=
function
(
renderTarget
,
x
,
y
,
width
,
height
,
buffer
)
{
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.
'
);
console
.
error
(
'
THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.
'
);
return
;
return
;
...
...
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