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three.js
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87cfc8a7
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
提交
87cfc8a7
编写于
6月 16, 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
Updated builds.
上级
e577ab22
变更
3
展开全部
隐藏空白更改
内联
并排
Showing
3 changed file
with
135 addition
and
123 deletion
+135
-123
build/three.js
build/three.js
+43
-37
build/three.min.js
build/three.min.js
+49
-49
build/three.module.js
build/three.module.js
+43
-37
未找到文件。
build/three.js
浏览文件 @
87cfc8a7
...
...
@@ -21336,27 +21336,33 @@
}
//
//
render scene
var opaqueObjects = currentRenderList.opaque;
var transparentObjects = currentRenderList.transparent;
if ( camera.isArrayCamera ) {
if ( scene.overrideMaterial ) {
var cameras = camera.cameras;
var overrideMaterial = scene.overrideMaterial;
for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial )
;
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial )
;
var camera2 = cameras[ j ]
;
var bounds = camera2.bounds
;
} else {
var x = bounds.x * _width;
var y = bounds.y * _height;
var width = bounds.z * _width;
var height = bounds.w * _height;
// opaque pass (front-to-back order)
_this.setViewport( x, y, width, height );
_this.setScissor( x, y, width, height );
_this.setScissorTest( true );
if ( opaqueObjects.length ) renderObjects( opaqueObjects
, scene, camera );
renderScene( currentRenderList
, scene, camera );
// transparent pass (back-to-front order)
}
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
} else {
renderScene( currentRenderList, scene, camera );
}
...
...
@@ -21544,46 +21550,46 @@
}
function render
Objects( renderList, scene, camera, overrideMaterial
) {
function render
Scene( renderList, scene, camera
) {
for ( var i = 0, l = renderList.length; i < l; i ++ ) {
var opaqueObjects = renderList.opaque;
var transparentObjects = renderList.transparent;
var renderItem = renderList[ i ];
if ( scene.overrideMaterial ) {
var object = renderItem.object;
var geometry = renderItem.geometry;
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
var group = renderItem.group;
var overrideMaterial = scene.overrideMaterial;
object.onBeforeRender( _this, scene, camera, geometry, material, group );
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
} else {
if ( camera.isArrayCamera ) {
// opaque pass (front-to-back order)
var cameras = camera.cameras
;
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera )
;
for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
// transparent pass (back-to-front order)
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
var camera2 = cameras[ j ];
var bounds = camera2.bounds;
}
var x = bounds.x * _width;
var y = bounds.y * _height;
var width = bounds.z * _width;
var height = bounds.w * _height;
}
_this.setViewport( x, y, width, height );
_this.setScissor( x, y, width, height );
_this.setScissorTest( true );
function renderObjects( renderItems, scene, camera, overrideMaterial ) {
renderObject( object, scene, camera2, geometry, material, group );
for ( var i = 0, l = renderItems.length; i < l; i ++ ) {
}
var renderItem = renderItems[ i ];
} else {
var object = renderItem.object;
var geometry = renderItem.geometry;
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
var group = renderItem.group;
renderObject( object
, scene, camera, geometry, material, group );
object.onBeforeRender( _this
, scene, camera, geometry, material, group );
}
renderObject( object, scene, camera, geometry, material, group );
object.onAfterRender( _this, scene, camera, geometry, material, group );
...
...
build/three.min.js
浏览文件 @
87cfc8a7
此差异已折叠。
点击以展开。
build/three.module.js
浏览文件 @
87cfc8a7
...
...
@@ -21330,27 +21330,33 @@ function WebGLRenderer( parameters ) {
}
//
//
render scene
var opaqueObjects = currentRenderList.opaque;
var transparentObjects = currentRenderList.transparent;
if ( camera.isArrayCamera ) {
if ( scene.overrideMaterial ) {
var cameras = camera.cameras;
var overrideMaterial = scene.overrideMaterial;
for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial )
;
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial )
;
var camera2 = cameras[ j ]
;
var bounds = camera2.bounds
;
} else {
var x = bounds.x * _width;
var y = bounds.y * _height;
var width = bounds.z * _width;
var height = bounds.w * _height;
// opaque pass (front-to-back order)
_this.setViewport( x, y, width, height );
_this.setScissor( x, y, width, height );
_this.setScissorTest( true );
if ( opaqueObjects.length ) renderObjects( opaqueObjects
, scene, camera );
renderScene( currentRenderList
, scene, camera );
// transparent pass (back-to-front order)
}
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
} else {
renderScene( currentRenderList, scene, camera );
}
...
...
@@ -21538,46 +21544,46 @@ function WebGLRenderer( parameters ) {
}
function render
Objects( renderList, scene, camera, overrideMaterial
) {
function render
Scene( renderList, scene, camera
) {
for ( var i = 0, l = renderList.length; i < l; i ++ ) {
var opaqueObjects = renderList.opaque;
var transparentObjects = renderList.transparent;
var renderItem = renderList[ i ];
if ( scene.overrideMaterial ) {
var object = renderItem.object;
var geometry = renderItem.geometry;
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
var group = renderItem.group;
var overrideMaterial = scene.overrideMaterial;
object.onBeforeRender( _this, scene, camera, geometry, material, group );
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
} else {
if ( camera.isArrayCamera ) {
// opaque pass (front-to-back order)
var cameras = camera.cameras
;
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera )
;
for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
// transparent pass (back-to-front order)
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
var camera2 = cameras[ j ];
var bounds = camera2.bounds;
}
var x = bounds.x * _width;
var y = bounds.y * _height;
var width = bounds.z * _width;
var height = bounds.w * _height;
}
_this.setViewport( x, y, width, height );
_this.setScissor( x, y, width, height );
_this.setScissorTest( true );
function renderObjects( renderItems, scene, camera, overrideMaterial ) {
renderObject( object, scene, camera2, geometry, material, group );
for ( var i = 0, l = renderItems.length; i < l; i ++ ) {
}
var renderItem = renderItems[ i ];
} else {
var object = renderItem.object;
var geometry = renderItem.geometry;
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
var group = renderItem.group;
renderObject( object
, scene, camera, geometry, material, group );
object.onBeforeRender( _this
, scene, camera, geometry, material, group );
}
renderObject( object, scene, camera, geometry, material, group );
object.onAfterRender( _this, scene, camera, geometry, material, group );
...
...
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