Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
3eb04f4d
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
3eb04f4d
编写于
10月 14, 2014
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: Removed initGL function.
上级
dbb4fc60
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
148 addition
and
155 deletion
+148
-155
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+148
-155
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
3eb04f4d
...
...
@@ -194,8 +194,131 @@ THREE.WebGLRenderer = function ( parameters ) {
var
_glExtensionFragDepth
;
var
_glExtensionBlendMinMax
;
try
{
var
attributes
=
{
alpha
:
_alpha
,
depth
:
_depth
,
stencil
:
_stencil
,
antialias
:
_antialias
,
premultipliedAlpha
:
_premultipliedAlpha
,
preserveDrawingBuffer
:
_preserveDrawingBuffer
};
_gl
=
_context
||
_canvas
.
getContext
(
'
webgl
'
,
attributes
)
||
_canvas
.
getContext
(
'
experimental-webgl
'
,
attributes
);
if
(
_gl
===
null
)
{
throw
'
Error creating WebGL context.
'
;
}
}
catch
(
error
)
{
console
.
error
(
error
);
}
_glExtensionTextureFloat
=
_gl
.
getExtension
(
'
OES_texture_float
'
);
_glExtensionTextureFloatLinear
=
_gl
.
getExtension
(
'
OES_texture_float_linear
'
);
if
(
_glExtensionTextureFloat
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: Float textures not supported.
'
);
}
_glExtensionStandardDerivatives
=
_gl
.
getExtension
(
'
OES_standard_derivatives
'
);
if
(
_glExtensionStandardDerivatives
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: Standard derivatives not supported.
'
);
}
_glExtensionTextureFilterAnisotropic
=
_gl
.
getExtension
(
'
EXT_texture_filter_anisotropic
'
)
||
_gl
.
getExtension
(
'
MOZ_EXT_texture_filter_anisotropic
'
)
||
_gl
.
getExtension
(
'
WEBKIT_EXT_texture_filter_anisotropic
'
);
if
(
_glExtensionTextureFilterAnisotropic
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: Anisotropic texture filtering not supported.
'
);
}
_glExtensionCompressedTextureS3TC
=
_gl
.
getExtension
(
'
WEBGL_compressed_texture_s3tc
'
)
||
_gl
.
getExtension
(
'
MOZ_WEBGL_compressed_texture_s3tc
'
)
||
_gl
.
getExtension
(
'
WEBKIT_WEBGL_compressed_texture_s3tc
'
);
if
(
_glExtensionCompressedTextureS3TC
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: S3TC compressed textures not supported.
'
);
}
_glExtensionCompressedTexturePVRTC
=
_gl
.
getExtension
(
'
WEBGL_compressed_texture_pvrtc
'
)
||
_gl
.
getExtension
(
'
WEBKIT_WEBGL_compressed_texture_pvrtc
'
);
if
(
_glExtensionCompressedTexturePVRTC
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: PVRTC compressed textures not supported.
'
);
}
_glExtensionElementIndexUint
=
_gl
.
getExtension
(
'
OES_element_index_uint
'
);
if
(
_glExtensionElementIndexUint
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: elementindex as unsigned integer not supported.
'
);
}
_glExtensionBlendMinMax
=
_gl
.
getExtension
(
'
EXT_blend_minmax
'
);
if
(
_glExtensionBlendMinMax
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: min max blend equations not supported.
'
);
}
if
(
_gl
.
getShaderPrecisionFormat
===
undefined
)
{
_gl
.
getShaderPrecisionFormat
=
function
()
{
return
{
'
rangeMin
'
:
1
,
'
rangeMax
'
:
1
,
'
precision
'
:
1
};
}
}
initGL
();
if
(
_logarithmicDepthBuffer
)
{
_glExtensionFragDepth
=
_gl
.
getExtension
(
'
EXT_frag_depth
'
);
}
//
function
setDefaultGLState
()
{
_gl
.
clearColor
(
0
,
0
,
0
,
1
);
_gl
.
clearDepth
(
1
);
_gl
.
clearStencil
(
0
);
_gl
.
enable
(
_gl
.
DEPTH_TEST
);
_gl
.
depthFunc
(
_gl
.
LEQUAL
);
_gl
.
frontFace
(
_gl
.
CCW
);
_gl
.
cullFace
(
_gl
.
BACK
);
_gl
.
enable
(
_gl
.
CULL_FACE
);
_gl
.
enable
(
_gl
.
BLEND
);
_gl
.
blendEquation
(
_gl
.
FUNC_ADD
);
_gl
.
blendFunc
(
_gl
.
SRC_ALPHA
,
_gl
.
ONE_MINUS_SRC_ALPHA
);
_gl
.
viewport
(
_viewportX
,
_viewportY
,
_viewportWidth
,
_viewportHeight
);
_gl
.
clearColor
(
_clearColor
.
r
,
_clearColor
.
g
,
_clearColor
.
b
,
_clearAlpha
);
}
setDefaultGLState
();
...
...
@@ -449,6 +572,25 @@ THREE.WebGLRenderer = function ( parameters ) {
};
// Reset
this
.
resetGLState
=
function
()
{
_currentProgram
=
null
;
_currentCamera
=
null
;
_oldBlending
=
-
1
;
_oldDepthTest
=
-
1
;
_oldDepthWrite
=
-
1
;
_oldDoubleSided
=
-
1
;
_oldFlipSided
=
-
1
;
_currentGeometryGroupHash
=
-
1
;
_currentMaterialId
=
-
1
;
_lightsNeedUpdate
=
true
;
};
// Rendering
this
.
updateShadowMap
=
function
(
scene
,
camera
)
{
...
...
@@ -6151,7 +6293,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
}
;
}
// Fallback filters for non-power-of-2 textures
...
...
@@ -6165,7 +6307,7 @@ THREE.WebGLRenderer = function ( parameters ) {
return
_gl
.
LINEAR
;
}
;
}
// Map three.js constants to WebGL constants
...
...
@@ -6245,7 +6387,7 @@ THREE.WebGLRenderer = function ( parameters ) {
return
0
;
}
;
}
// Allocations
...
...
@@ -6286,7 +6428,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
}
;
}
function
allocateLights
(
lights
)
{
...
...
@@ -6310,7 +6452,7 @@ THREE.WebGLRenderer = function ( parameters ) {
return
{
'
directional
'
:
dirLights
,
'
point
'
:
pointLights
,
'
spot
'
:
spotLights
,
'
hemi
'
:
hemiLights
};
}
;
}
function
allocateShadows
(
lights
)
{
...
...
@@ -6329,157 +6471,8 @@ THREE.WebGLRenderer = function ( parameters ) {
return
maxShadows
;
};
// Initialization
function
initGL
()
{
try
{
var
attributes
=
{
alpha
:
_alpha
,
depth
:
_depth
,
stencil
:
_stencil
,
antialias
:
_antialias
,
premultipliedAlpha
:
_premultipliedAlpha
,
preserveDrawingBuffer
:
_preserveDrawingBuffer
};
_gl
=
_context
||
_canvas
.
getContext
(
'
webgl
'
,
attributes
)
||
_canvas
.
getContext
(
'
experimental-webgl
'
,
attributes
);
if
(
_gl
===
null
)
{
throw
'
Error creating WebGL context.
'
;
}
}
catch
(
error
)
{
console
.
error
(
error
);
}
_glExtensionTextureFloat
=
_gl
.
getExtension
(
'
OES_texture_float
'
);
_glExtensionTextureFloatLinear
=
_gl
.
getExtension
(
'
OES_texture_float_linear
'
);
if
(
_glExtensionTextureFloat
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: Float textures not supported.
'
);
}
_glExtensionStandardDerivatives
=
_gl
.
getExtension
(
'
OES_standard_derivatives
'
);
if
(
_glExtensionStandardDerivatives
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: Standard derivatives not supported.
'
);
}
_glExtensionTextureFilterAnisotropic
=
_gl
.
getExtension
(
'
EXT_texture_filter_anisotropic
'
)
||
_gl
.
getExtension
(
'
MOZ_EXT_texture_filter_anisotropic
'
)
||
_gl
.
getExtension
(
'
WEBKIT_EXT_texture_filter_anisotropic
'
);
if
(
_glExtensionTextureFilterAnisotropic
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: Anisotropic texture filtering not supported.
'
);
}
_glExtensionCompressedTextureS3TC
=
_gl
.
getExtension
(
'
WEBGL_compressed_texture_s3tc
'
)
||
_gl
.
getExtension
(
'
MOZ_WEBGL_compressed_texture_s3tc
'
)
||
_gl
.
getExtension
(
'
WEBKIT_WEBGL_compressed_texture_s3tc
'
);
if
(
_glExtensionCompressedTextureS3TC
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: S3TC compressed textures not supported.
'
);
}
_glExtensionCompressedTexturePVRTC
=
_gl
.
getExtension
(
'
WEBGL_compressed_texture_pvrtc
'
)
||
_gl
.
getExtension
(
'
WEBKIT_WEBGL_compressed_texture_pvrtc
'
);
if
(
_glExtensionCompressedTexturePVRTC
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: PVRTC compressed textures not supported.
'
);
}
_glExtensionElementIndexUint
=
_gl
.
getExtension
(
'
OES_element_index_uint
'
);
if
(
_glExtensionElementIndexUint
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: elementindex as unsigned integer not supported.
'
);
}
_glExtensionBlendMinMax
=
_gl
.
getExtension
(
'
EXT_blend_minmax
'
);
if
(
_glExtensionBlendMinMax
===
null
)
{
console
.
log
(
'
THREE.WebGLRenderer: min max blend equations not supported.
'
);
}
if
(
_gl
.
getShaderPrecisionFormat
===
undefined
)
{
_gl
.
getShaderPrecisionFormat
=
function
()
{
return
{
'
rangeMin
'
:
1
,
'
rangeMax
'
:
1
,
'
precision
'
:
1
};
}
}
if
(
_logarithmicDepthBuffer
)
{
_glExtensionFragDepth
=
_gl
.
getExtension
(
'
EXT_frag_depth
'
);
}
}
function
setDefaultGLState
()
{
_gl
.
clearColor
(
0
,
0
,
0
,
1
);
_gl
.
clearDepth
(
1
);
_gl
.
clearStencil
(
0
);
_gl
.
enable
(
_gl
.
DEPTH_TEST
);
_gl
.
depthFunc
(
_gl
.
LEQUAL
);
_gl
.
frontFace
(
_gl
.
CCW
);
_gl
.
cullFace
(
_gl
.
BACK
);
_gl
.
enable
(
_gl
.
CULL_FACE
);
_gl
.
enable
(
_gl
.
BLEND
);
_gl
.
blendEquation
(
_gl
.
FUNC_ADD
);
_gl
.
blendFunc
(
_gl
.
SRC_ALPHA
,
_gl
.
ONE_MINUS_SRC_ALPHA
);
_gl
.
viewport
(
_viewportX
,
_viewportY
,
_viewportWidth
,
_viewportHeight
);
_gl
.
clearColor
(
_clearColor
.
r
,
_clearColor
.
g
,
_clearColor
.
b
,
_clearAlpha
);
}
function
resetGLState
()
{
_currentProgram
=
null
;
_currentCamera
=
null
;
_oldBlending
=
-
1
;
_oldDepthTest
=
-
1
;
_oldDepthWrite
=
-
1
;
_oldDoubleSided
=
-
1
;
_oldFlipSided
=
-
1
;
_currentGeometryGroupHash
=
-
1
;
_currentMaterialId
=
-
1
;
_lightsNeedUpdate
=
true
;
}
this
.
resetGLState
=
resetGLState
;
// default plugins (order is important)
this
.
shadowMapPlugin
=
new
THREE
.
ShadowMapPlugin
();
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录