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
83e9745b
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
83e9745b
编写于
2月 24, 2017
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: Moved renderList logic to WebGLRenderList. Implemented mult-RenderList. See #9545.
上级
b559342a
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
190 addition
and
113 deletion
+190
-113
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+16
-113
src/renderers/webgl/WebGLRenderLists.js
src/renderers/webgl/WebGLRenderLists.js
+174
-0
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
83e9745b
...
...
@@ -17,6 +17,7 @@ import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import
{
PerspectiveCamera
}
from
'
../cameras/PerspectiveCamera
'
;
import
{
OrthographicCamera
}
from
'
../cameras/OrthographicCamera
'
;
import
{
WebGLAttributes
}
from
'
./webgl/WebGLAttributes
'
;
import
{
WebGLRenderLists
}
from
'
./webgl/WebGLRenderLists
'
;
import
{
WebGLIndexedBufferRenderer
}
from
'
./webgl/WebGLIndexedBufferRenderer
'
;
import
{
WebGLBufferRenderer
}
from
'
./webgl/WebGLBufferRenderer
'
;
import
{
WebGLGeometries
}
from
'
./webgl/WebGLGeometries
'
;
...
...
@@ -62,10 +63,7 @@ function WebGLRenderer( parameters ) {
var
lights
=
[];
var
opaqueObjects
=
[];
var
opaqueObjectsLastIndex
=
-
1
;
var
transparentObjects
=
[];
var
transparentObjectsLastIndex
=
-
1
;
var
currentRenderList
=
null
;
var
morphInfluences
=
new
Float32Array
(
8
);
...
...
@@ -296,6 +294,7 @@ function WebGLRenderer( parameters ) {
var
objects
=
new
WebGLObjects
(
_gl
,
geometries
,
_infoRender
);
var
programCache
=
new
WebGLPrograms
(
this
,
capabilities
);
var
lightCache
=
new
WebGLLights
();
var
renderLists
=
new
WebGLRenderLists
();
this
.
info
.
programs
=
programCache
.
programs
;
...
...
@@ -527,13 +526,10 @@ function WebGLRenderer( parameters ) {
this
.
dispose
=
function
()
{
transparentObjects
=
[];
transparentObjectsLastIndex
=
-
1
;
opaqueObjects
=
[];
opaqueObjectsLastIndex
=
-
1
;
_canvas
.
removeEventListener
(
'
webglcontextlost
'
,
onContextLost
,
false
);
renderLists
.
dispose
();
};
// Events
...
...
@@ -1041,50 +1037,6 @@ function WebGLRenderer( parameters ) {
}
function
painterSortStable
(
a
,
b
)
{
if
(
a
.
object
.
renderOrder
!==
b
.
object
.
renderOrder
)
{
return
a
.
object
.
renderOrder
-
b
.
object
.
renderOrder
;
}
else
if
(
a
.
material
.
program
&&
b
.
material
.
program
&&
a
.
material
.
program
!==
b
.
material
.
program
)
{
return
a
.
material
.
program
.
id
-
b
.
material
.
program
.
id
;
}
else
if
(
a
.
material
.
id
!==
b
.
material
.
id
)
{
return
a
.
material
.
id
-
b
.
material
.
id
;
}
else
if
(
a
.
z
!==
b
.
z
)
{
return
a
.
z
-
b
.
z
;
}
else
{
return
a
.
id
-
b
.
id
;
}
}
function
reversePainterSortStable
(
a
,
b
)
{
if
(
a
.
object
.
renderOrder
!==
b
.
object
.
renderOrder
)
{
return
a
.
object
.
renderOrder
-
b
.
object
.
renderOrder
;
}
if
(
a
.
z
!==
b
.
z
)
{
return
b
.
z
-
a
.
z
;
}
else
{
return
a
.
id
-
b
.
id
;
}
}
// Rendering
this
.
render
=
function
(
scene
,
camera
,
renderTarget
,
forceClear
)
{
...
...
@@ -1116,25 +1068,22 @@ function WebGLRenderer( parameters ) {
_frustum
.
setFromMatrix
(
_projScreenMatrix
);
lights
.
length
=
0
;
opaqueObjectsLastIndex
=
-
1
;
transparentObjectsLastIndex
=
-
1
;
sprites
.
length
=
0
;
lensFlares
.
length
=
0
;
_localClippingEnabled
=
this
.
localClippingEnabled
;
_clippingEnabled
=
_clipping
.
init
(
this
.
clippingPlanes
,
_localClippingEnabled
,
camera
);
currentRenderList
=
renderLists
.
get
(
scene
,
camera
);
currentRenderList
.
init
();
projectObject
(
scene
,
camera
,
_this
.
sortObjects
);
opaqueObjects
.
length
=
opaqueObjectsLastIndex
+
1
;
transparentObjects
.
length
=
transparentObjectsLastIndex
+
1
;
currentRenderList
.
finish
();
if
(
_this
.
sortObjects
===
true
)
{
opaqueObjects
.
sort
(
painterSortStable
);
transparentObjects
.
sort
(
reversePainterSortStable
);
currentRenderList
.
sort
();
}
...
...
@@ -1244,6 +1193,9 @@ function WebGLRenderer( parameters ) {
//
var
opaqueObjects
=
currentRenderList
.
opaque
;
var
transparentObjects
=
currentRenderList
.
transparent
;
if
(
scene
.
overrideMaterial
)
{
var
overrideMaterial
=
scene
.
overrideMaterial
;
...
...
@@ -1287,55 +1239,6 @@ function WebGLRenderer( parameters ) {
};
function
pushRenderItem
(
object
,
geometry
,
material
,
z
,
group
)
{
var
array
,
index
;
// allocate the next position in the appropriate array
if
(
material
.
transparent
)
{
array
=
transparentObjects
;
index
=
++
transparentObjectsLastIndex
;
}
else
{
array
=
opaqueObjects
;
index
=
++
opaqueObjectsLastIndex
;
}
// recycle existing render item or grow the array
var
renderItem
=
array
[
index
];
if
(
renderItem
)
{
renderItem
.
id
=
object
.
id
;
renderItem
.
object
=
object
;
renderItem
.
geometry
=
geometry
;
renderItem
.
material
=
material
;
renderItem
.
z
=
_vector3
.
z
;
renderItem
.
group
=
group
;
}
else
{
renderItem
=
{
id
:
object
.
id
,
object
:
object
,
geometry
:
geometry
,
material
:
material
,
z
:
_vector3
.
z
,
group
:
group
};
// assert( index === array.length );
array
.
push
(
renderItem
);
}
}
/*
// TODO Duplicated code (Frustum)
...
...
@@ -1424,7 +1327,7 @@ function WebGLRenderer( parameters ) {
}
pushRenderItem
(
object
,
null
,
object
.
material
,
_vector3
.
z
,
null
);
currentRenderList
.
push
(
object
,
null
,
object
.
material
,
_vector3
.
z
,
null
);
}
else
if
(
object
.
isMesh
||
object
.
isLine
||
object
.
isPoints
)
{
...
...
@@ -1457,7 +1360,7 @@ function WebGLRenderer( parameters ) {
if
(
groupMaterial
&&
groupMaterial
.
visible
)
{
pushRenderItem
(
object
,
geometry
,
groupMaterial
,
_vector3
.
z
,
group
);
currentRenderList
.
push
(
object
,
geometry
,
groupMaterial
,
_vector3
.
z
,
group
);
}
...
...
@@ -1465,7 +1368,7 @@ function WebGLRenderer( parameters ) {
}
else
if
(
material
.
visible
)
{
pushRenderItem
(
object
,
geometry
,
material
,
_vector3
.
z
,
null
);
currentRenderList
.
push
(
object
,
geometry
,
material
,
_vector3
.
z
,
null
);
}
...
...
src/renderers/webgl/WebGLRenderLists.js
0 → 100644
浏览文件 @
83e9745b
/**
* @author mrdoob / http://mrdoob.com/
*/
function
painterSortStable
(
a
,
b
)
{
if
(
a
.
object
.
renderOrder
!==
b
.
object
.
renderOrder
)
{
return
a
.
object
.
renderOrder
-
b
.
object
.
renderOrder
;
}
else
if
(
a
.
material
.
program
&&
b
.
material
.
program
&&
a
.
material
.
program
!==
b
.
material
.
program
)
{
return
a
.
material
.
program
.
id
-
b
.
material
.
program
.
id
;
}
else
if
(
a
.
material
.
id
!==
b
.
material
.
id
)
{
return
a
.
material
.
id
-
b
.
material
.
id
;
}
else
if
(
a
.
z
!==
b
.
z
)
{
return
a
.
z
-
b
.
z
;
}
else
{
return
a
.
id
-
b
.
id
;
}
}
function
reversePainterSortStable
(
a
,
b
)
{
if
(
a
.
object
.
renderOrder
!==
b
.
object
.
renderOrder
)
{
return
a
.
object
.
renderOrder
-
b
.
object
.
renderOrder
;
}
if
(
a
.
z
!==
b
.
z
)
{
return
b
.
z
-
a
.
z
;
}
else
{
return
a
.
id
-
b
.
id
;
}
}
function
WebGLRenderList
()
{
var
opaque
=
[];
var
opaqueLastIndex
=
-
1
;
var
transparent
=
[];
var
transparentLastIndex
=
-
1
;
function
init
()
{
opaqueLastIndex
=
-
1
;
transparentLastIndex
=
-
1
;
}
function
push
(
object
,
geometry
,
material
,
z
,
group
)
{
var
array
,
index
;
// allocate the next position in the appropriate array
if
(
material
.
transparent
)
{
array
=
transparent
;
index
=
++
transparentLastIndex
;
}
else
{
array
=
opaque
;
index
=
++
opaqueLastIndex
;
}
// recycle existing render item or grow the array
var
renderItem
=
array
[
index
];
if
(
renderItem
)
{
renderItem
.
id
=
object
.
id
;
renderItem
.
object
=
object
;
renderItem
.
geometry
=
geometry
;
renderItem
.
material
=
material
;
renderItem
.
z
=
z
;
renderItem
.
group
=
group
;
}
else
{
renderItem
=
{
id
:
object
.
id
,
object
:
object
,
geometry
:
geometry
,
material
:
material
,
z
:
z
,
group
:
group
};
// assert( index === array.length );
array
.
push
(
renderItem
);
}
}
function
finish
()
{
opaque
.
length
=
opaqueLastIndex
+
1
;
transparent
.
length
=
transparentLastIndex
+
1
;
}
function
sort
()
{
opaque
.
sort
(
painterSortStable
);
transparent
.
sort
(
reversePainterSortStable
);
}
return
{
opaque
:
opaque
,
transparent
:
transparent
,
init
:
init
,
push
:
push
,
finish
:
finish
,
sort
:
sort
};
}
function
WebGLRenderLists
()
{
var
lists
=
{};
function
get
(
scene
,
camera
)
{
var
hash
=
scene
.
id
+
'
,
'
+
camera
.
id
;
var
list
=
lists
[
hash
];
if
(
list
===
undefined
)
{
list
=
new
WebGLRenderList
();
lists
[
hash
]
=
list
;
}
return
list
;
}
function
dispose
()
{
lists
=
{};
}
return
{
get
:
get
,
dispose
:
dispose
};
}
export
{
WebGLRenderLists
};
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