diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js index 9d05b8f7e99fe2bfc64e3d105ab5546618a690b6..8849ab606943c57eeeb6fbb88ebf463f505e0a7d 100644 --- a/src/renderers/WebGLRenderer.js +++ b/src/renderers/WebGLRenderer.js @@ -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(); diff --git a/src/renderers/webgl/WebGLShadowMap.js b/src/renderers/webgl/WebGLShadowMap.js index 987d9e55694046a5ce9d02531510c562a40ac2b0..de130e55b2c881c76445eff927669efa88861ab6 100644 --- a/src/renderers/webgl/WebGLShadowMap.js +++ b/src/renderers/webgl/WebGLShadowMap.js @@ -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 diff --git a/src/renderers/webgl/WebGLState.js b/src/renderers/webgl/WebGLState.js index 58133c7cbf064477dbe01098101aa082d25d5f7e..2659c737fc49a9baef2e175baf50856f1aa6c5af 100644 --- a/src/renderers/webgl/WebGLState.js +++ b/src/renderers/webgl/WebGLState.js @@ -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, diff --git a/src/renderers/webgl/plugins/LensFlarePlugin.js b/src/renderers/webgl/plugins/LensFlarePlugin.js index 3b3d3ed13e89a953e144f9bacb3fb802b3d0d9bd..6155ae66775ea7520e7c6fac8d6d90c3cd58fad7 100644 --- a/src/renderers/webgl/plugins/LensFlarePlugin.js +++ b/src/renderers/webgl/plugins/LensFlarePlugin.js @@ -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(); diff --git a/src/renderers/webgl/plugins/SpritePlugin.js b/src/renderers/webgl/plugins/SpritePlugin.js index 9402aab9034266b30a28734cd7a1b78bcc6ee87d..2893e12ff8124582fc20539e4f0c05245b968372 100644 --- a/src/renderers/webgl/plugins/SpritePlugin.js +++ b/src/renderers/webgl/plugins/SpritePlugin.js @@ -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 ) {