提交 ae60091a 编写于 作者: A alteredq

Small refactoring in WebGLRenderer.

上级 dad635b6
此差异已折叠。
此差异已折叠。
此差异已折叠。
...@@ -153,9 +153,9 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -153,9 +153,9 @@ THREE.WebGLRenderer = function ( parameters ) {
v2 = object.geometry.vertices[ face.b ].position; v2 = object.geometry.vertices[ face.b ].position;
v3 = object.geometry.vertices[ face.c ].position; v3 = object.geometry.vertices[ face.c ].position;
vertexArray.push( v1.x, v1.y, v1.z ); vertexArray.push( v1.x, v1.y, v1.z,
vertexArray.push( v2.x, v2.y, v2.z ); v2.x, v2.y, v2.z,
vertexArray.push( v3.x, v3.y, v3.z ); v3.x, v3.y, v3.z );
if ( object.geometry.hasTangents ) { if ( object.geometry.hasTangents ) {
...@@ -163,9 +163,9 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -163,9 +163,9 @@ THREE.WebGLRenderer = function ( parameters ) {
t2 = object.geometry.vertices[ face.b ].tangent; t2 = object.geometry.vertices[ face.b ].tangent;
t3 = object.geometry.vertices[ face.c ].tangent; t3 = object.geometry.vertices[ face.c ].tangent;
tangentArray.push( t1.x, t1.y, t1.z, t1.w ); tangentArray.push( t1.x, t1.y, t1.z, t1.w,
tangentArray.push( t2.x, t2.y, t2.z, t2.w ); t2.x, t2.y, t2.z, t2.w,
tangentArray.push( t3.x, t3.y, t3.z, t3.w ); t3.x, t3.y, t3.z, t3.w );
} }
...@@ -202,9 +202,9 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -202,9 +202,9 @@ THREE.WebGLRenderer = function ( parameters ) {
// TODO: don't add lines that already exist (faces sharing edge) // TODO: don't add lines that already exist (faces sharing edge)
lineArray.push( vertexIndex, vertexIndex + 1 ); lineArray.push( vertexIndex, vertexIndex + 1,
lineArray.push( vertexIndex, vertexIndex + 2 ); vertexIndex, vertexIndex + 2,
lineArray.push( vertexIndex + 1, vertexIndex + 2 ); vertexIndex + 1, vertexIndex + 2 );
vertexIndex += 3; vertexIndex += 3;
...@@ -215,10 +215,10 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -215,10 +215,10 @@ THREE.WebGLRenderer = function ( parameters ) {
v3 = object.geometry.vertices[ face.c ].position; v3 = object.geometry.vertices[ face.c ].position;
v4 = object.geometry.vertices[ face.d ].position; v4 = object.geometry.vertices[ face.d ].position;
vertexArray.push( v1.x, v1.y, v1.z ); vertexArray.push( v1.x, v1.y, v1.z,
vertexArray.push( v2.x, v2.y, v2.z ); v2.x, v2.y, v2.z,
vertexArray.push( v3.x, v3.y, v3.z ); v3.x, v3.y, v3.z,
vertexArray.push( v4.x, v4.y, v4.z ); v4.x, v4.y, v4.z );
if ( object.geometry.hasTangents ) { if ( object.geometry.hasTangents ) {
...@@ -227,10 +227,10 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -227,10 +227,10 @@ THREE.WebGLRenderer = function ( parameters ) {
t3 = object.geometry.vertices[ face.c ].tangent; t3 = object.geometry.vertices[ face.c ].tangent;
t4 = object.geometry.vertices[ face.d ].tangent; t4 = object.geometry.vertices[ face.d ].tangent;
tangentArray.push( t1.x, t1.y, t1.z, t1.w ); tangentArray.push( t1.x, t1.y, t1.z, t1.w,
tangentArray.push( t2.x, t2.y, t2.z, t2.w ); t2.x, t2.y, t2.z, t2.w,
tangentArray.push( t3.x, t3.y, t3.z, t3.w ); t3.x, t3.y, t3.z, t3.w,
tangentArray.push( t4.x, t4.y, t4.z, t4.w ); t4.x, t4.y, t4.z, t4.w );
} }
...@@ -262,16 +262,16 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -262,16 +262,16 @@ THREE.WebGLRenderer = function ( parameters ) {
} }
faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 ); faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2,
faceArray.push( vertexIndex, vertexIndex + 2, vertexIndex + 3 ); vertexIndex, vertexIndex + 2, vertexIndex + 3 );
// TODO: don't add lines that already exist (faces sharing edge) // TODO: don't add lines that already exist (faces sharing edge)
lineArray.push( vertexIndex, vertexIndex + 1 ); lineArray.push( vertexIndex, vertexIndex + 1,
lineArray.push( vertexIndex, vertexIndex + 2 ); vertexIndex, vertexIndex + 2,
lineArray.push( vertexIndex, vertexIndex + 3 ); vertexIndex, vertexIndex + 3,
lineArray.push( vertexIndex + 1, vertexIndex + 2 ); vertexIndex + 1, vertexIndex + 2,
lineArray.push( vertexIndex + 2, vertexIndex + 3 ); vertexIndex + 2, vertexIndex + 3 );
vertexIndex += 4; vertexIndex += 4;
...@@ -1032,8 +1032,8 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -1032,8 +1032,8 @@ THREE.WebGLRenderer = function ( parameters ) {
"void main() {", "void main() {",
"vec4 mapColor = vec4( 1.0, 1.0, 1.0, 1.0 );", "vec4 mapColor = vec4( 1.0 );",
"vec4 cubeColor = vec4( 1.0, 1.0, 1.0, 1.0 );", "vec4 cubeColor = vec4( 1.0 );",
// diffuse map // diffuse map
...@@ -1066,8 +1066,8 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -1066,8 +1066,8 @@ THREE.WebGLRenderer = function ( parameters ) {
"#if MAX_POINT_LIGHTS > 0", "#if MAX_POINT_LIGHTS > 0",
"vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );", "vec4 pointDiffuse = vec4( 0.0 );",
"vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );", "vec4 pointSpecular = vec4( 0.0 );",
"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {", "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
...@@ -1101,8 +1101,8 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -1101,8 +1101,8 @@ THREE.WebGLRenderer = function ( parameters ) {
"#if MAX_DIR_LIGHTS > 0", "#if MAX_DIR_LIGHTS > 0",
"vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );", "vec4 dirDiffuse = vec4( 0.0 );",
"vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );" , "vec4 dirSpecular = vec4( 0.0 );" ,
"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {", "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
...@@ -1834,7 +1834,7 @@ THREE.Snippets = { ...@@ -1834,7 +1834,7 @@ THREE.Snippets = {
"if ( !enableLighting ) {", "if ( !enableLighting ) {",
"vLightWeighting = vec3( 1.0, 1.0, 1.0 );", "vLightWeighting = vec3( 1.0 );",
"} else {", "} else {",
...@@ -1970,8 +1970,8 @@ THREE.ShaderLib = { ...@@ -1970,8 +1970,8 @@ THREE.ShaderLib = {
"void main() {", "void main() {",
"vec4 mColor = vec4( color, opacity );", "vec4 mColor = vec4( color, opacity );",
"vec4 mapColor = vec4( 1.0, 1.0, 1.0, 1.0 );", "vec4 mapColor = vec4( 1.0 );",
"vec4 cubeColor = vec4( 1.0, 1.0, 1.0, 1.0 );", "vec4 cubeColor = vec4( 1.0 );",
THREE.Snippets[ "map_fragment" ], THREE.Snippets[ "map_fragment" ],
...@@ -2043,8 +2043,8 @@ THREE.ShaderLib = { ...@@ -2043,8 +2043,8 @@ THREE.ShaderLib = {
"void main() {", "void main() {",
"vec4 mColor = vec4( color, opacity );", "vec4 mColor = vec4( color, opacity );",
"vec4 mapColor = vec4( 1.0, 1.0, 1.0, 1.0 );", "vec4 mapColor = vec4( 1.0 );",
"vec4 cubeColor = vec4( 1.0, 1.0, 1.0, 1.0 );", "vec4 cubeColor = vec4( 1.0 );",
THREE.Snippets[ "map_fragment" ], THREE.Snippets[ "map_fragment" ],
......
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