提交 b63a2a31 编写于 作者: M Mr.doob

Updated builds.

上级 5740f920
......@@ -6375,10 +6375,7 @@
* @author alteredq / http://alteredqualia.com/
*/
function WebGLFlareRenderer( renderer, flares ) {
var gl = renderer.context;
var state = renderer.state;
function WebGLFlareRenderer( renderer, gl, state, capabilities ) {
var vertexBuffer, elementBuffer;
var shader, program, attributes, uniforms;
......@@ -6549,7 +6546,7 @@
* reads these back and calculates occlusion.
*/
this.render = function ( scene, camera, viewport ) {
this.render = function ( flares, scene, camera, viewport ) {
if ( flares.length === 0 ) return;
......@@ -6734,7 +6731,7 @@
var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
var vertexShader = gl.createShader( gl.VERTEX_SHADER );
var prefix = "precision " + renderer.getPrecision() + " float;\n";
var prefix = "precision " + capabilities.precision + " float;\n";
gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
gl.shaderSource( vertexShader, prefix + shader.vertexShader );
......@@ -6773,10 +6770,7 @@
* @author alteredq / http://alteredqualia.com/
*/
function WebGLSpriteRenderer( renderer, sprites ) {
var gl = renderer.context;
var state = renderer.state;
function WebGLSpriteRenderer( renderer, gl, state, capabilities ) {
var vertexBuffer, elementBuffer;
var program, attributes, uniforms;
......@@ -6854,7 +6848,7 @@
}
this.render = function ( scene, camera ) {
this.render = function ( sprites, scene, camera ) {
if ( sprites.length === 0 ) return;
......@@ -7027,7 +7021,7 @@
gl.shaderSource( vertexShader, [
'precision ' + renderer.getPrecision() + ' float;',
'precision ' + capabilities.precision + ' float;',
'#define SHADER_NAME ' + 'SpriteMaterial',
......@@ -7067,7 +7061,7 @@
gl.shaderSource( fragmentShader, [
'precision ' + renderer.getPrecision() + ' float;',
'precision ' + capabilities.precision + ' float;',
'#define SHADER_NAME ' + 'SpriteMaterial',
......@@ -9097,7 +9091,7 @@
* @author mrdoob / http://mrdoob.com/
*/
function WebGLShadowMap( _renderer, _shadows, _objects, capabilities ) {
function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
var _gl = _renderer.context,
_state = _renderer.state,
......@@ -9105,7 +9099,7 @@
_projScreenMatrix = new Matrix4(),
_shadowMapSize = new Vector2(),
_maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ),
_maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
_lookTarget = new Vector3(),
_lightPositionWorld = new Vector3(),
......@@ -20790,6 +20784,7 @@
var programCache, renderLists;
var background, bufferRenderer, indexedBufferRenderer;
var flareRenderer, spriteRenderer;
function initGLContext() {
......@@ -20828,6 +20823,9 @@
bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
flareRenderer = new WebGLFlareRenderer( _this, _gl, state, capabilities );
spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, capabilities );
_this.info.programs = programCache.programs;
_this.context = _gl;
......@@ -20849,15 +20847,10 @@
// shadow map
var shadowMap = new WebGLShadowMap( this, shadowsArray, objects, capabilities );
var shadowMap = new WebGLShadowMap( _this, shadowsArray, objects, capabilities.maxTextureSize );
this.shadowMap = shadowMap;
//
var spriteRenderer = new WebGLSpriteRenderer( this, spritesArray );
var flareRenderer = new WebGLFlareRenderer( this, flaresArray );
// API
this.getContext = function () {
......@@ -21728,8 +21721,8 @@
// custom renderers
spriteRenderer.render( scene, camera );
flareRenderer.render( scene, camera, _currentViewport );
spriteRenderer.render( spritesArray, scene, camera );
flareRenderer.render( flaresArray, scene, camera, _currentViewport );
// Generate mipmap if we're using any kind of mipmap filtering
......
此差异已折叠。
......@@ -6369,10 +6369,7 @@ Object.assign( Box2.prototype, {
* @author alteredq / http://alteredqualia.com/
*/
function WebGLFlareRenderer( renderer, flares ) {
var gl = renderer.context;
var state = renderer.state;
function WebGLFlareRenderer( renderer, gl, state, capabilities ) {
var vertexBuffer, elementBuffer;
var shader, program, attributes, uniforms;
......@@ -6543,7 +6540,7 @@ function WebGLFlareRenderer( renderer, flares ) {
* reads these back and calculates occlusion.
*/
this.render = function ( scene, camera, viewport ) {
this.render = function ( flares, scene, camera, viewport ) {
if ( flares.length === 0 ) return;
......@@ -6728,7 +6725,7 @@ function WebGLFlareRenderer( renderer, flares ) {
var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
var vertexShader = gl.createShader( gl.VERTEX_SHADER );
var prefix = "precision " + renderer.getPrecision() + " float;\n";
var prefix = "precision " + capabilities.precision + " float;\n";
gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
gl.shaderSource( vertexShader, prefix + shader.vertexShader );
......@@ -6767,10 +6764,7 @@ CanvasTexture.prototype.constructor = CanvasTexture;
* @author alteredq / http://alteredqualia.com/
*/
function WebGLSpriteRenderer( renderer, sprites ) {
var gl = renderer.context;
var state = renderer.state;
function WebGLSpriteRenderer( renderer, gl, state, capabilities ) {
var vertexBuffer, elementBuffer;
var program, attributes, uniforms;
......@@ -6848,7 +6842,7 @@ function WebGLSpriteRenderer( renderer, sprites ) {
}
this.render = function ( scene, camera ) {
this.render = function ( sprites, scene, camera ) {
if ( sprites.length === 0 ) return;
......@@ -7021,7 +7015,7 @@ function WebGLSpriteRenderer( renderer, sprites ) {
gl.shaderSource( vertexShader, [
'precision ' + renderer.getPrecision() + ' float;',
'precision ' + capabilities.precision + ' float;',
'#define SHADER_NAME ' + 'SpriteMaterial',
......@@ -7061,7 +7055,7 @@ function WebGLSpriteRenderer( renderer, sprites ) {
gl.shaderSource( fragmentShader, [
'precision ' + renderer.getPrecision() + ' float;',
'precision ' + capabilities.precision + ' float;',
'#define SHADER_NAME ' + 'SpriteMaterial',
......@@ -9091,7 +9085,7 @@ Object.assign( Frustum.prototype, {
* @author mrdoob / http://mrdoob.com/
*/
function WebGLShadowMap( _renderer, _shadows, _objects, capabilities ) {
function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
var _gl = _renderer.context,
_state = _renderer.state,
......@@ -9099,7 +9093,7 @@ function WebGLShadowMap( _renderer, _shadows, _objects, capabilities ) {
_projScreenMatrix = new Matrix4(),
_shadowMapSize = new Vector2(),
_maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ),
_maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
_lookTarget = new Vector3(),
_lightPositionWorld = new Vector3(),
......@@ -20784,6 +20778,7 @@ function WebGLRenderer( parameters ) {
var programCache, renderLists;
var background, bufferRenderer, indexedBufferRenderer;
var flareRenderer, spriteRenderer;
function initGLContext() {
......@@ -20822,6 +20817,9 @@ function WebGLRenderer( parameters ) {
bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
flareRenderer = new WebGLFlareRenderer( _this, _gl, state, capabilities );
spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, capabilities );
_this.info.programs = programCache.programs;
_this.context = _gl;
......@@ -20843,15 +20841,10 @@ function WebGLRenderer( parameters ) {
// shadow map
var shadowMap = new WebGLShadowMap( this, shadowsArray, objects, capabilities );
var shadowMap = new WebGLShadowMap( _this, shadowsArray, objects, capabilities.maxTextureSize );
this.shadowMap = shadowMap;
//
var spriteRenderer = new WebGLSpriteRenderer( this, spritesArray );
var flareRenderer = new WebGLFlareRenderer( this, flaresArray );
// API
this.getContext = function () {
......@@ -21722,8 +21715,8 @@ function WebGLRenderer( parameters ) {
// custom renderers
spriteRenderer.render( scene, camera );
flareRenderer.render( scene, camera, _currentViewport );
spriteRenderer.render( spritesArray, scene, camera );
flareRenderer.render( flaresArray, scene, camera, _currentViewport );
// Generate mipmap if we're using any kind of mipmap filtering
......
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