提交 d0cb1baa 编写于 作者: M Mr.doob

WebGLRenderer: Removed unneeded checks.

上级 b7dbcb0e
......@@ -632,7 +632,9 @@ function WebGLRenderer( parameters ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.type !== 'MeshPhysicalMaterial' && material.shading === FlatShading ) {
if ( ! material.isMeshPhongMaterial &&
! material.isMeshStandardMaterial &&
material.shading === FlatShading ) {
for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
......@@ -1442,7 +1444,7 @@ function WebGLRenderer( parameters ) {
var geometry = objects.update( object );
if ( material && material.isMultiMaterial ) {
if ( material.isMultiMaterial ) {
var groups = geometry.groups;
var materials = material.materials;
......@@ -1625,9 +1627,9 @@ function WebGLRenderer( parameters ) {
var uniforms = materialProperties.__webglShader.uniforms;
if ( ! ( material && material.isShaderMaterial ) &&
! ( material && material.isRawShaderMaterial ) ||
material.clipping === true ) {
if ( ! material.isShaderMaterial &&
! material.isRawShaderMaterial |
material.clipping === true ) {
materialProperties.numClippingPlanes = _clipping.numPlanes;
uniforms.clippingPlanes = _clipping.uniform;
......@@ -1806,10 +1808,10 @@ function WebGLRenderer( parameters ) {
// load material specific uniforms
// (shader material also gets them for the sake of genericity)
if ( ( material && material.isShaderMaterial ) ||
( material && material.isMeshPhongMaterial ) ||
( material && material.isMeshStandardMaterial ) ||
material.envMap ) {
if ( material.isShaderMaterial ||
material.isMeshPhongMaterial ||
material.isMeshStandardMaterial ||
material.envMap ) {
var uCamPos = p_uniforms.map.cameraPosition;
......@@ -1822,12 +1824,12 @@ function WebGLRenderer( parameters ) {
}
if ( ( material && material.isMeshPhongMaterial ) ||
( material && material.isMeshLambertMaterial ) ||
( material && material.isMeshBasicMaterial ) ||
( material && material.isMeshStandardMaterial ) ||
( material && material.isShaderMaterial ) ||
material.skinning ) {
if ( material.isMeshPhongMaterial ||
material.isMeshLambertMaterial ||
material.isMeshBasicMaterial ||
material.isMeshStandardMaterial ||
material.isShaderMaterial ||
material.skinning ) {
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
......@@ -1892,11 +1894,11 @@ function WebGLRenderer( parameters ) {
}
if ( ( material && material.isMeshBasicMaterial ) ||
( material && material.isMeshLambertMaterial ) ||
( material && material.isMeshPhongMaterial ) ||
( material && material.isMeshStandardMaterial ) ||
( material && material.isMeshDepthMaterial ) ) {
if ( material.isMeshBasicMaterial ||
material.isMeshLambertMaterial ||
material.isMeshPhongMaterial ||
material.isMeshStandardMaterial ||
material.isMeshDepthMaterial ) {
refreshUniformsCommon( m_uniforms, material );
......@@ -1904,36 +1906,36 @@ function WebGLRenderer( parameters ) {
// refresh single material specific uniforms
if ( material && material.isLineBasicMaterial ) {
if ( material.isLineBasicMaterial ) {
refreshUniformsLine( m_uniforms, material );
} else if ( material && material.isLineDashedMaterial ) {
} else if ( material.isLineDashedMaterial ) {
refreshUniformsLine( m_uniforms, material );
refreshUniformsDash( m_uniforms, material );
} else if ( material && material.isPointsMaterial ) {
} else if ( material.isPointsMaterial ) {
refreshUniformsPoints( m_uniforms, material );
} else if ( material && material.isMeshLambertMaterial ) {
} else if ( material.isMeshLambertMaterial ) {
refreshUniformsLambert( m_uniforms, material );
} else if ( material && material.isMeshPhongMaterial ) {
} else if ( material.isMeshPhongMaterial ) {
refreshUniformsPhong( m_uniforms, material );
} else if ( material && material.isMeshPhysicalMaterial ) {
} else if ( material.isMeshPhysicalMaterial ) {
refreshUniformsPhysical( m_uniforms, material );
} else if ( material && material.isMeshStandardMaterial ) {
} else if ( material.isMeshStandardMaterial ) {
refreshUniformsStandard( m_uniforms, material );
} else if ( material && material.isMeshDepthMaterial ) {
} else if ( material.isMeshDepthMaterial ) {
if ( material.displacementMap ) {
......@@ -1943,7 +1945,7 @@ function WebGLRenderer( parameters ) {
}
} else if ( material && material.isMeshNormalMaterial ) {
} else if ( material.isMeshNormalMaterial ) {
m_uniforms.opacity.value = material.opacity;
......@@ -2055,7 +2057,7 @@ function WebGLRenderer( parameters ) {
if ( uvScaleMap !== undefined ) {
// backwards compatibility
if ( (uvScaleMap && uvScaleMap.isWebGLRenderTarget) ) {
if ( uvScaleMap.isWebGLRenderTarget ) {
uvScaleMap = uvScaleMap.texture;
......@@ -2120,12 +2122,12 @@ function WebGLRenderer( parameters ) {
uniforms.fogColor.value = fog.color;
if ( fog && fog.isFog ) {
if ( fog.isFog ) {
uniforms.fogNear.value = fog.near;
uniforms.fogFar.value = fog.far;
} else if ( fog && fog.isFogExp2 ) {
} else if ( fog.isFogExp2 ) {
uniforms.fogDensity.value = fog.density;
......@@ -2323,13 +2325,13 @@ function WebGLRenderer( parameters ) {
shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
if ( light && light.isAmbientLight ) {
if ( light.isAmbientLight ) {
r += color.r * intensity;
g += color.g * intensity;
b += color.b * intensity;
} else if ( light && light.isDirectionalLight ) {
} else if ( light.isDirectionalLight ) {
var uniforms = lightCache.get( light );
......@@ -2353,7 +2355,7 @@ function WebGLRenderer( parameters ) {
_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
_lights.directional[ directionalLength ++ ] = uniforms;
} else if ( light && light.isSpotLight ) {
} else if ( light.isSpotLight ) {
var uniforms = lightCache.get( light );
......@@ -2386,7 +2388,7 @@ function WebGLRenderer( parameters ) {
_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
_lights.spot[ spotLength ++ ] = uniforms;
} else if ( light && light.isPointLight ) {
} else if ( light.isPointLight ) {
var uniforms = lightCache.get( light );
......@@ -2422,7 +2424,7 @@ function WebGLRenderer( parameters ) {
_lights.point[ pointLength ++ ] = uniforms;
} else if ( light && light.isHemisphereLight ) {
} else if ( light.isHemisphereLight ) {
var uniforms = lightCache.get( light );
......
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