提交 eba60340 编写于 作者: M Mr.doob

Updated builds.

上级 4c300831
......@@ -22336,7 +22336,9 @@
var updateBuffers = false;
if ( geometry.id !== _currentGeometryProgram.geometry || program.id !== _currentGeometryProgram.program || material.wireframe !== _currentGeometryProgram.wireframe ) {
if ( _currentGeometryProgram.geometry !== geometry.id ||
_currentGeometryProgram.program !== program.id ||
_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
_currentGeometryProgram.geometry = geometry.id;
_currentGeometryProgram.program = program.id;
......@@ -182,14 +182,14 @@ this.getCurrentViewport=function(){return T};this.setViewport=function(a,b,c,d){
arguments)};this.clear=function(a,b,c){var d=0;if(void 0===a||a)d|=F.COLOR_BUFFER_BIT;if(void 0===b||b)d|=F.DEPTH_BUFFER_BIT;if(void 0===c||c)d|=F.STENCIL_BUFFER_BIT;F.clear(d)};this.clearColor=function(){this.clear(!0,!1,!1)};this.clearDepth=function(){this.clear(!1,!0,!1)};this.clearStencil=function(){this.clear(!1,!1,!0)};this.clearTarget=function(a,b,c,d){this.setRenderTarget(a);this.clear(b,c,d)};this.dispose=function(){y.removeEventListener("webglcontextlost",d,!1);y.removeEventListener("webglcontextrestored",
e,!1);sa.dispose();na.dispose();Ba.dispose();ma.dispose();ja.dispose();ta.stop()};this.renderBufferImmediate=function(a,b){ba.initAttributes();var c=Ba.get(a);a.hasPositions&&!c.position&&(c.position=F.createBuffer());a.hasNormals&&!c.normal&&(c.normal=F.createBuffer());a.hasUvs&&!c.uv&&(c.uv=F.createBuffer());a.hasColors&&!c.color&&(c.color=F.createBuffer());b=b.getAttributes();a.hasPositions&&(F.bindBuffer(F.ARRAY_BUFFER,c.position),F.bufferData(F.ARRAY_BUFFER,a.positionArray,F.DYNAMIC_DRAW),ba.enableAttribute(b.position),
F.vertexAttribPointer(b.position,3,F.FLOAT,!1,0,0));a.hasNormals&&(F.bindBuffer(F.ARRAY_BUFFER,c.normal),F.bufferData(F.ARRAY_BUFFER,a.normalArray,F.DYNAMIC_DRAW),ba.enableAttribute(b.normal),F.vertexAttribPointer(b.normal,3,F.FLOAT,!1,0,0));a.hasUvs&&(F.bindBuffer(F.ARRAY_BUFFER,c.uv),F.bufferData(F.ARRAY_BUFFER,a.uvArray,F.DYNAMIC_DRAW),ba.enableAttribute(b.uv),F.vertexAttribPointer(b.uv,2,F.FLOAT,!1,0,0));a.hasColors&&(F.bindBuffer(F.ARRAY_BUFFER,c.color),F.bufferData(F.ARRAY_BUFFER,a.colorArray,
F.DYNAMIC_DRAW),ba.enableAttribute(b.color),F.vertexAttribPointer(b.color,3,F.FLOAT,!1,0,0));ba.disableUnusedAttributes();F.drawArrays(F.TRIANGLES,0,a.count);a.count=0};this.renderBufferDirect=function(a,c,d,e,f,g){var h=f.isMesh&&0>f.normalMatrix.determinant();ba.setMaterial(e,h);var k=t(a,c,e,f),m=!1;if(d.id!==b||k.id!==S||e.wireframe!==nd)b=d.id,S=k.id,nd=!0===e.wireframe,m=!0;f.morphTargetInfluences&&(va.update(f,d,e,k),m=!0);h=d.index;var q=d.attributes.position;c=1;!0===e.wireframe&&(h=ra.getWireframeAttribute(d),
c=2);a=xa;if(null!==h){var n=pa.get(h);a=ya;a.setIndex(n)}if(m){if(d&&d.isInstancedBufferGeometry&!ua.isWebGL2&&null===ha.get("ANGLE_instanced_arrays"))console.error("THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");else{ba.initAttributes();m=d.attributes;k=k.getAttributes();var u=e.defaultAttributeValues;for(N in k){var l=k[N];if(0<=l){var r=m[N];if(void 0!==r){var v=r.normalized,p=r.itemSize,w=pa.get(r);
if(void 0!==w){var y=w.buffer,E=w.type;w=w.bytesPerElement;if(r.isInterleavedBufferAttribute){var x=r.data,B=x.stride;r=r.offset;x&&x.isInstancedInterleavedBuffer?(ba.enableAttributeAndDivisor(l,x.meshPerAttribute),void 0===d.maxInstancedCount&&(d.maxInstancedCount=x.meshPerAttribute*x.count)):ba.enableAttribute(l);F.bindBuffer(F.ARRAY_BUFFER,y);F.vertexAttribPointer(l,p,E,v,B*w,r*w)}else r.isInstancedBufferAttribute?(ba.enableAttributeAndDivisor(l,r.meshPerAttribute),void 0===d.maxInstancedCount&&
(d.maxInstancedCount=r.meshPerAttribute*r.count)):ba.enableAttribute(l),F.bindBuffer(F.ARRAY_BUFFER,y),F.vertexAttribPointer(l,p,E,v,0,0)}}else if(void 0!==u&&(v=u[N],void 0!==v))switch(v.length){case 2:F.vertexAttrib2fv(l,v);break;case 3:F.vertexAttrib3fv(l,v);break;case 4:F.vertexAttrib4fv(l,v);break;default:F.vertexAttrib1fv(l,v)}}}ba.disableUnusedAttributes()}null!==h&&F.bindBuffer(F.ELEMENT_ARRAY_BUFFER,n.buffer)}n=Infinity;null!==h?n=h.count:void 0!==q&&(n=q.count);h=d.drawRange.start*c;q=null!==
g?g.start*c:0;var N=Math.max(h,q);g=Math.max(0,Math.min(n,h+d.drawRange.count*c,q+(null!==g?g.count*c:Infinity))-1-N+1);if(0!==g){if(f.isMesh)if(!0===e.wireframe)ba.setLineWidth(e.wireframeLinewidth*(null===R?U:1)),a.setMode(F.LINES);else switch(f.drawMode){case 0:a.setMode(F.TRIANGLES);break;case 1:a.setMode(F.TRIANGLE_STRIP);break;case 2:a.setMode(F.TRIANGLE_FAN)}else f.isLine?(e=e.linewidth,void 0===e&&(e=1),ba.setLineWidth(e*(null===R?U:1)),f.isLineSegments?a.setMode(F.LINES):f.isLineLoop?a.setMode(F.LINE_LOOP):
a.setMode(F.LINE_STRIP)):f.isPoints?a.setMode(F.POINTS):f.isSprite&&a.setMode(F.TRIANGLES);d&&d.isInstancedBufferGeometry?0<d.maxInstancedCount&&a.renderInstances(d,N,g):a.render(N,g)}};this.compile=function(a,b){D=na.get(a,b);D.init();a.traverse(function(a){a.isLight&&(D.pushLight(a),a.castShadow&&D.pushShadow(a))});D.setupLights(b);a.traverse(function(b){if(b.material)if(Array.isArray(b.material))for(var c=0;c<b.material.length;c++)n(b.material[c],a.fog,b);else n(b.material,a.fog,b)})};var wa=null,
ta=new Qd;ta.setAnimationLoop(function(a){ja.isPresenting()||wa&&wa(a)});"undefined"!==typeof window&&ta.setContext(window);this.setAnimationLoop=function(a){wa=a;ja.setAnimationLoop(a);ta.start()};this.render=function(a,c,d,e){if(!c||!c.isCamera)console.error("THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");else if(!G){S=b=null;nd=!1;J=-1;Y=null;!0===a.autoUpdate&&a.updateMatrixWorld();null===c.parent&&c.updateMatrixWorld();ja.enabled&&(c=ja.getCamera(c));D=na.get(a,c);D.init();
a.onBeforeRender(C,a,c,d);xc.multiplyMatrices(c.projectionMatrix,c.matrixWorldInverse);oa.setFromMatrix(xc);Yd=this.localClippingEnabled;pd=aa.init(this.clippingPlanes,Yd,c);A=sa.get(a,c);A.init();k(a,c,C.sortObjects);!0===C.sortObjects&&A.sort();pd&&aa.beginShadows();za.render(D.state.shadowsArray,a,c);D.setupLights(c);pd&&aa.endShadows();this.info.autoReset&&this.info.reset();void 0===d&&(d=null);this.setRenderTarget(d);ka.render(A,a,c,e);e=A.opaque;var f=A.transparent;if(a.overrideMaterial){var g=
F.DYNAMIC_DRAW),ba.enableAttribute(b.color),F.vertexAttribPointer(b.color,3,F.FLOAT,!1,0,0));ba.disableUnusedAttributes();F.drawArrays(F.TRIANGLES,0,a.count);a.count=0};this.renderBufferDirect=function(a,c,d,e,f,g){var h=f.isMesh&&0>f.normalMatrix.determinant();ba.setMaterial(e,h);var k=t(a,c,e,f),m=!1;if(b!==d.id||S!==k.id||nd!==(!0===e.wireframe))b=d.id,S=k.id,nd=!0===e.wireframe,m=!0;f.morphTargetInfluences&&(va.update(f,d,e,k),m=!0);h=d.index;var q=d.attributes.position;c=1;!0===e.wireframe&&
(h=ra.getWireframeAttribute(d),c=2);a=xa;if(null!==h){var n=pa.get(h);a=ya;a.setIndex(n)}if(m){if(d&&d.isInstancedBufferGeometry&!ua.isWebGL2&&null===ha.get("ANGLE_instanced_arrays"))console.error("THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");else{ba.initAttributes();m=d.attributes;k=k.getAttributes();var u=e.defaultAttributeValues;for(N in k){var l=k[N];if(0<=l){var r=m[N];if(void 0!==r){var v=r.normalized,
p=r.itemSize,w=pa.get(r);if(void 0!==w){var y=w.buffer,E=w.type;w=w.bytesPerElement;if(r.isInterleavedBufferAttribute){var x=r.data,B=x.stride;r=r.offset;x&&x.isInstancedInterleavedBuffer?(ba.enableAttributeAndDivisor(l,x.meshPerAttribute),void 0===d.maxInstancedCount&&(d.maxInstancedCount=x.meshPerAttribute*x.count)):ba.enableAttribute(l);F.bindBuffer(F.ARRAY_BUFFER,y);F.vertexAttribPointer(l,p,E,v,B*w,r*w)}else r.isInstancedBufferAttribute?(ba.enableAttributeAndDivisor(l,r.meshPerAttribute),void 0===
d.maxInstancedCount&&(d.maxInstancedCount=r.meshPerAttribute*r.count)):ba.enableAttribute(l),F.bindBuffer(F.ARRAY_BUFFER,y),F.vertexAttribPointer(l,p,E,v,0,0)}}else if(void 0!==u&&(v=u[N],void 0!==v))switch(v.length){case 2:F.vertexAttrib2fv(l,v);break;case 3:F.vertexAttrib3fv(l,v);break;case 4:F.vertexAttrib4fv(l,v);break;default:F.vertexAttrib1fv(l,v)}}}ba.disableUnusedAttributes()}null!==h&&F.bindBuffer(F.ELEMENT_ARRAY_BUFFER,n.buffer)}n=Infinity;null!==h?n=h.count:void 0!==q&&(n=q.count);h=d.drawRange.start*
c;q=null!==g?g.start*c:0;var N=Math.max(h,q);g=Math.max(0,Math.min(n,h+d.drawRange.count*c,q+(null!==g?g.count*c:Infinity))-1-N+1);if(0!==g){if(f.isMesh)if(!0===e.wireframe)ba.setLineWidth(e.wireframeLinewidth*(null===R?U:1)),a.setMode(F.LINES);else switch(f.drawMode){case 0:a.setMode(F.TRIANGLES);break;case 1:a.setMode(F.TRIANGLE_STRIP);break;case 2:a.setMode(F.TRIANGLE_FAN)}else f.isLine?(e=e.linewidth,void 0===e&&(e=1),ba.setLineWidth(e*(null===R?U:1)),f.isLineSegments?a.setMode(F.LINES):f.isLineLoop?
a.setMode(F.LINE_LOOP):a.setMode(F.LINE_STRIP)):f.isPoints?a.setMode(F.POINTS):f.isSprite&&a.setMode(F.TRIANGLES);d&&d.isInstancedBufferGeometry?0<d.maxInstancedCount&&a.renderInstances(d,N,g):a.render(N,g)}};this.compile=function(a,b){D=na.get(a,b);D.init();a.traverse(function(a){a.isLight&&(D.pushLight(a),a.castShadow&&D.pushShadow(a))});D.setupLights(b);a.traverse(function(b){if(b.material)if(Array.isArray(b.material))for(var c=0;c<b.material.length;c++)n(b.material[c],a.fog,b);else n(b.material,
a.fog,b)})};var wa=null,ta=new Qd;ta.setAnimationLoop(function(a){ja.isPresenting()||wa&&wa(a)});"undefined"!==typeof window&&ta.setContext(window);this.setAnimationLoop=function(a){wa=a;ja.setAnimationLoop(a);ta.start()};this.render=function(a,c,d,e){if(!c||!c.isCamera)console.error("THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");else if(!G){S=b=null;nd=!1;J=-1;Y=null;!0===a.autoUpdate&&a.updateMatrixWorld();null===c.parent&&c.updateMatrixWorld();ja.enabled&&(c=ja.getCamera(c));
D=na.get(a,c);D.init();a.onBeforeRender(C,a,c,d);xc.multiplyMatrices(c.projectionMatrix,c.matrixWorldInverse);oa.setFromMatrix(xc);Yd=this.localClippingEnabled;pd=aa.init(this.clippingPlanes,Yd,c);A=sa.get(a,c);A.init();k(a,c,C.sortObjects);!0===C.sortObjects&&A.sort();pd&&aa.beginShadows();za.render(D.state.shadowsArray,a,c);D.setupLights(c);pd&&aa.endShadows();this.info.autoReset&&this.info.reset();void 0===d&&(d=null);this.setRenderTarget(d);ka.render(A,a,c,e);e=A.opaque;var f=A.transparent;if(a.overrideMaterial){var g=
a.overrideMaterial;e.length&&m(e,a,c,g);f.length&&m(f,a,c,g)}else e.length&&m(e,a,c),f.length&&m(f,a,c);d&&ia.updateRenderTargetMipmap(d);ba.buffers.depth.setTest(!0);ba.buffers.depth.setMask(!0);ba.buffers.color.setMask(!0);ba.setPolygonOffset(!1);a.onAfterRender(C,a,c);ja.enabled&&ja.submitFrame();D=A=null}};this.allocTextureUnit=function(){var a=X;a>=ua.maxTextures&&console.warn("THREE.WebGLRenderer: Trying to use "+a+" texture units while this GPU supports only "+ua.maxTextures);X+=1;return a};
this.setTexture2D=function(){var a=!1;return function(b,c){b&&b.isWebGLRenderTarget&&(a||(console.warn("THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead."),a=!0),b=b.texture);ia.setTexture2D(b,c)}}();this.setTexture=function(){var a=!1;return function(b,c){a||(console.warn("THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead."),a=!0);ia.setTexture2D(b,c)}}();this.setTextureCube=function(){var a=!1;return function(b,c){b&&
b.isWebGLRenderTargetCube&&(a||(console.warn("THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead."),a=!0),b=b.texture);b&&b.isCubeTexture||Array.isArray(b.image)&&6===b.image.length?ia.setTextureCube(b,c):ia.setTextureCubeDynamic(b,c)}}();this.setFramebuffer=function(a){L=a};this.getRenderTarget=function(){return R};this.setRenderTarget=function(a){(R=a)&&void 0===Ba.get(a).__webglFramebuffer&&ia.setupRenderTarget(a);var b=L,c=!1;a?(b=
......
......@@ -22330,7 +22330,9 @@ function WebGLRenderer( parameters ) {
var updateBuffers = false;
if ( geometry.id !== _currentGeometryProgram.geometry || program.id !== _currentGeometryProgram.program || material.wireframe !== _currentGeometryProgram.wireframe ) {
if ( _currentGeometryProgram.geometry !== geometry.id ||
_currentGeometryProgram.program !== program.id ||
_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
_currentGeometryProgram.geometry = geometry.id;
_currentGeometryProgram.program = program.id;
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