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three.js
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5a9f8d7b
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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5a9f8d7b
编写于
6月 26, 2014
作者:
O
OpenShift guest
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电子邮件补丁
差异文件
add depth pass plugin fix
上级
a237eec3
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
59 addition
and
30 deletion
+59
-30
src/extras/renderers/plugins/DepthPassPlugin.js
src/extras/renderers/plugins/DepthPassPlugin.js
+59
-30
未找到文件。
src/extras/renderers/plugins/DepthPassPlugin.js
浏览文件 @
5a9f8d7b
...
...
@@ -12,7 +12,8 @@ THREE.DepthPassPlugin = function () {
_depthMaterial
,
_depthMaterialMorph
,
_depthMaterialSkin
,
_depthMaterialMorphSkin
,
_frustum
=
new
THREE
.
Frustum
(),
_projScreenMatrix
=
new
THREE
.
Matrix4
();
_projScreenMatrix
=
new
THREE
.
Matrix4
(),
_renderList
=
[];
this
.
init
=
function
(
renderer
)
{
...
...
@@ -76,8 +77,11 @@ THREE.DepthPassPlugin = function () {
_renderer
.
clear
();
// set object matrices & frustum culling
renderList
=
scene
.
__webglObjects
;
_renderList
.
length
=
0
;
projectObject
(
scene
,
scene
,
camera
);
/*_renderList = scene.__webglObjects;
for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
...
...
@@ -98,7 +102,8 @@ THREE.DepthPassPlugin = function () {
}
}
}*/
// render regular objects
...
...
@@ -106,54 +111,51 @@ THREE.DepthPassPlugin = function () {
for
(
j
=
0
,
jl
=
renderList
.
length
;
j
<
jl
;
j
++
)
{
webglObject
=
renderList
[
j
];
if
(
webglObject
.
render
)
{
object
=
webglObject
.
object
;
buffer
=
webglObject
.
buffer
;
webglObject
=
_renderList
[
j
];
// todo: create proper depth material for particles
object
=
webglObject
.
object
;
buffer
=
webglObject
.
buffer
;
if
(
object
instanceof
THREE
.
PointCloud
&&
!
object
.
customDepthMaterial
)
continue
;
// todo: create proper depth material for particles
objectMaterial
=
getObjectMaterial
(
object
)
;
if
(
object
instanceof
THREE
.
PointCloud
&&
!
object
.
customDepthMaterial
)
continue
;
if
(
objectMaterial
)
_renderer
.
setMaterialFaces
(
object
.
material
);
objectMaterial
=
getObjectMaterial
(
object
);
useMorphing
=
object
.
geometry
.
morphTargets
!==
undefined
&&
object
.
geometry
.
morphTargets
.
length
>
0
&&
objectMaterial
.
morphTargets
;
useSkinning
=
object
instanceof
THREE
.
SkinnedMesh
&&
objectMaterial
.
skinning
;
if
(
objectMaterial
)
_renderer
.
setMaterialFaces
(
object
.
material
);
if
(
object
.
customDepthMaterial
)
{
useMorphing
=
object
.
geometry
.
morphTargets
!==
undefined
&&
object
.
geometry
.
morphTargets
.
length
>
0
&&
objectMaterial
.
morphTargets
;
useSkinning
=
object
instanceof
THREE
.
SkinnedMesh
&&
objectMaterial
.
skinning
;
material
=
object
.
customDepthMaterial
;
if
(
object
.
customDepthMaterial
)
{
}
else
if
(
useSkinning
)
{
material
=
object
.
customDepthMaterial
;
material
=
useMorphing
?
_depthMaterialMorphSkin
:
_depthMaterialSkin
;
}
else
if
(
useSkinning
)
{
}
else
if
(
useMorphing
)
{
material
=
useMorphing
?
_depthMaterialMorphSkin
:
_depthMaterialSkin
;
material
=
_depthMaterialMorph
;
}
else
if
(
useMorphing
)
{
}
else
{
material
=
_depthMaterialMorph
;
material
=
_depthMaterial
;
}
else
{
}
material
=
_depthMaterial
;
if
(
buffer
instanceof
THREE
.
BufferGeometry
)
{
}
_renderer
.
renderBufferDirect
(
camera
,
scene
.
__lights
,
fog
,
material
,
buffer
,
object
);
if
(
buffer
instanceof
THREE
.
BufferGeometry
)
{
}
else
{
_renderer
.
renderBufferDirect
(
camera
,
scene
.
__lights
,
fog
,
material
,
buffer
,
object
);
_renderer
.
renderBuffer
(
camera
,
scene
.
__lights
,
fog
,
material
,
buffer
,
object
);
}
else
{
}
_renderer
.
renderBuffer
(
camera
,
scene
.
__lights
,
fog
,
material
,
buffer
,
object
);
}
}
// set matrices and render immediate objects
...
...
@@ -184,6 +186,33 @@ THREE.DepthPassPlugin = function () {
_gl
.
enable
(
_gl
.
BLEND
);
};
function
projectObject
(
scene
,
object
,
camera
){
if
(
object
.
visible
)
{
var
webglObjects
=
scene
.
__webglObjects
[
object
.
uuid
];
if
(
webglObjects
&&
(
object
.
frustumCulled
===
false
||
_frustum
.
intersectsObject
(
object
)
===
true
)
)
{
for
(
var
i
=
0
,
l
=
webglObjects
.
length
;
i
<
l
;
i
++
){
var
webglObject
=
webglObjects
[
i
];
object
.
_modelViewMatrix
.
multiplyMatrices
(
camera
.
matrixWorldInverse
,
object
.
matrixWorld
);
_renderList
.
push
(
webglObject
);
}
}
for
(
var
i
=
0
,
l
=
object
.
children
.
length
;
i
<
l
;
i
++
)
{
projectObject
(
scene
,
object
.
children
[
i
],
camera
);
}
}
}
// For the moment just ignore objects that have multiple materials with different animation methods
// Only the first material will be taken into account for deciding which depth material to use
...
...
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