提交 dc7af39d 编写于 作者: M Mr.doob

WebGLState: Removed setColor*/setDepth*/setStencil* methods.

上级 46cb30b1
......@@ -1278,9 +1278,9 @@ function WebGLRenderer( parameters ) {
// Ensure depth buffer writing is enabled so it can be cleared on next render
state.setDepthTest( true );
state.setDepthWrite( true );
state.setColorWrite( true );
state.buffers.depth.setTest( true );
state.buffers.depth.setMask( true );
state.buffers.color.setMask( true );
// _gl.finish();
......
......@@ -109,9 +109,9 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
if ( _lightShadows.length === 0 ) return;
// Set GL state for depth map.
_state.buffers.color.setClear( 1, 1, 1, 1 );
_state.disable( _gl.BLEND );
_state.setDepthTest( true );
_state.buffers.color.setClear( 1, 1, 1, 1 );
_state.buffers.depth.setTest( true );
_state.setScissorTest( false );
// render depth map
......
......@@ -383,7 +383,7 @@ function WebGLState( gl, extensions, paramThreeToGL ) {
stencilBuffer.setClear( 0 );
enable( gl.DEPTH_TEST );
setDepthFunc( LessEqualDepth );
depthBuffer.setFunc( LessEqualDepth );
setFlipSided( false );
setCullFace( CullFaceBack );
......@@ -637,61 +637,12 @@ function WebGLState( gl, extensions, paramThreeToGL ) {
? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
: setBlending( NoBlending );
setDepthFunc( material.depthFunc );
setDepthTest( material.depthTest );
setDepthWrite( material.depthWrite );
setColorWrite( material.colorWrite );
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
}
// TODO Deprecate
function setColorWrite( colorWrite ) {
colorBuffer.setMask( colorWrite );
}
function setDepthTest( depthTest ) {
depthBuffer.setTest( depthTest );
}
function setDepthWrite( depthWrite ) {
depthBuffer.setMask( depthWrite );
}
function setDepthFunc( depthFunc ) {
depthBuffer.setFunc( depthFunc );
depthBuffer.setFunc( material.depthFunc );
depthBuffer.setTest( material.depthTest );
depthBuffer.setMask( material.depthWrite );
colorBuffer.setMask( material.colorWrite );
}
function setStencilTest( stencilTest ) {
stencilBuffer.setTest( stencilTest );
}
function setStencilWrite( stencilWrite ) {
stencilBuffer.setMask( stencilWrite );
}
function setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask );
}
function setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass );
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
}
......@@ -956,15 +907,6 @@ function WebGLState( gl, extensions, paramThreeToGL ) {
setBlending: setBlending,
setMaterial: setMaterial,
setColorWrite: setColorWrite,
setDepthTest: setDepthTest,
setDepthWrite: setDepthWrite,
setDepthFunc: setDepthFunc,
setStencilTest: setStencilTest,
setStencilWrite: setStencilWrite,
setStencilFunc: setStencilFunc,
setStencilOp: setStencilOp,
setFlipSided: setFlipSided,
setCullFace: setCullFace,
......
......@@ -228,7 +228,7 @@ function LensFlarePlugin( renderer, flares ) {
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
state.disable( gl.CULL_FACE );
state.setDepthWrite( false );
state.buffers.depth.setMask( false );
for ( var i = 0, l = flares.length; i < l; i ++ ) {
......@@ -353,7 +353,7 @@ function LensFlarePlugin( renderer, flares ) {
state.enable( gl.CULL_FACE );
state.enable( gl.DEPTH_TEST );
state.setDepthWrite( true );
state.buffers.depth.setMask( true );
renderer.resetGLState();
......
......@@ -224,8 +224,8 @@ function SpritePlugin( renderer, sprites ) {
gl.uniform2fv( uniforms.scale, scale );
state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
state.setDepthTest( material.depthTest );
state.setDepthWrite( material.depthWrite );
state.buffers.depth.setTest( material.depthTest );
state.buffers.depth.setMask( material.depthWrite );
if ( material.map ) {
......
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