提交 f697f1ca 编写于 作者: M Mugen87

WebGLRenderer: Remove .setTexture3D() and .setTexture2DArray().

上级 dbc2f0e9
......@@ -277,7 +277,7 @@ function WebGLRenderer( parameters ) {
geometries = new WebGLGeometries( _gl, attributes, info );
objects = new WebGLObjects( geometries, info );
morphtargets = new WebGLMorphtargets( _gl );
programCache = new WebGLPrograms( _this, extensions, capabilities );
programCache = new WebGLPrograms( _this, extensions, capabilities, textures );
renderLists = new WebGLRenderLists();
renderStates = new WebGLRenderStates();
......@@ -1950,13 +1950,13 @@ function WebGLRenderer( parameters ) {
if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this, textures );
}
if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this, textures );
material.uniformsNeedUpdate = false;
}
......@@ -2466,18 +2466,6 @@ function WebGLRenderer( parameters ) {
}() );
this.setTexture2DArray = function ( texture, slot ) {
textures.setTexture2DArray( texture, slot );
};
this.setTexture3D = function ( texture, slot ) {
textures.setTexture3D( texture, slot );
};
this.setTexture = ( function () {
var warned = false;
......
import { WebGLRenderer, WebGLRendererParameters } from './../WebGLRenderer';
import { ShaderMaterial } from './../../materials/ShaderMaterial';
import { WebGLShader } from './WebGLShader';
import { WebGLCapabilities } from './WebGLCapabilities';
import { WebGLExtensions } from './WebGLExtensions';
import { WebGLShader } from './WebGLShader';
import { WebGLTextures } from './WebGLTextures';
import { WebGLUniforms } from './WebGLUniforms';
export class WebGLProgram {
constructor(
renderer: WebGLRenderer,
extensions: WebGLExtensions,
code: string,
material: ShaderMaterial,
parameters: WebGLRendererParameters
shader: WebGLShader,
parameters: WebGLRendererParameters,
capabilities: WebGLCapabilities,
textures: WebGLTextures
);
id: number;
......
......@@ -206,7 +206,7 @@ function unrollLoops( string ) {
}
function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities, textures ) {
var gl = renderer.context;
......@@ -670,7 +670,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
if ( cachedUniforms === undefined ) {
cachedUniforms = new WebGLUniforms( gl, program, renderer );
cachedUniforms = new WebGLUniforms( gl, program, renderer, textures );
}
......
import { WebGLRenderer } from './../WebGLRenderer';
import { WebGLProgram } from './WebGLProgram';
import { WebGLCapabilities } from './WebGLCapabilities';
import { WebGLExtensions } from './WebGLExtensions';
import { WebGLTextures } from './WebGLTextures';
import { ShaderMaterial } from './../../materials/ShaderMaterial';
export class WebGLPrograms {
constructor(renderer: WebGLRenderer, capabilities: any);
constructor(renderer: WebGLRenderer, extensions: WebGLExtensions, capabilities: WebGLCapabilities, textures: WebGLTextures);
programs: WebGLProgram[];
......
......@@ -5,7 +5,7 @@
import { BackSide, DoubleSide, CubeUVRefractionMapping, CubeUVReflectionMapping, GammaEncoding, LinearEncoding, ObjectSpaceNormalMap } from '../../constants.js';
import { WebGLProgram } from './WebGLProgram.js';
function WebGLPrograms( renderer, extensions, capabilities ) {
function WebGLPrograms( renderer, extensions, capabilities, textures ) {
var programs = [];
......@@ -279,7 +279,7 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
if ( program === undefined ) {
program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities, textures );
programs.push( program );
}
......
import { WebGLProgram } from './WebGLProgram';
import { WebGLRenderer } from './../WebGLRenderer';
import { WebGLTextures } from './WebGLTextures';
export class WebGLUniforms {
constructor(gl: any, program: WebGLProgram, renderer: WebGLRenderer);
constructor(gl: any, program: WebGLProgram, renderer: WebGLRenderer, textures: WebGLTextures);
renderer: WebGLRenderer;
......
......@@ -392,7 +392,7 @@ function setValueT1( gl, v, renderer ) {
}
function setValueT2DArray1( gl, v, renderer ) {
function setValueT2DArray1( gl, v, renderer, textures ) {
var cache = this.cache;
var unit = renderer.allocTextureUnit();
......@@ -404,11 +404,11 @@ function setValueT2DArray1( gl, v, renderer ) {
}
renderer.setTexture2DArray( v || emptyTexture2dArray, unit );
textures.setTexture2DArray( v || emptyTexture2dArray, unit );
}
function setValueT3D1( gl, v, renderer ) {
function setValueT3D1( gl, v, renderer, textures ) {
var cache = this.cache;
var unit = renderer.allocTextureUnit();
......@@ -420,7 +420,7 @@ function setValueT3D1( gl, v, renderer ) {
}
renderer.setTexture3D( v || emptyTexture3d, unit );
textures.setTexture3D( v || emptyTexture3d, unit );
}
......@@ -821,11 +821,12 @@ function parseUniform( activeInfo, addr, container ) {
// Root Container
function WebGLUniforms( gl, program, renderer ) {
function WebGLUniforms( gl, program, renderer, textures ) {
UniformContainer.call( this );
this.renderer = renderer;
this.textures = textures;
var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
......@@ -844,7 +845,7 @@ WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
var u = this.map[ name ];
if ( u !== undefined ) u.setValue( gl, value, this.renderer );
if ( u !== undefined ) u.setValue( gl, value, this.renderer, this.textures );
};
......@@ -859,7 +860,7 @@ WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
// Static interface
WebGLUniforms.upload = function ( gl, seq, values, renderer ) {
WebGLUniforms.upload = function ( gl, seq, values, renderer, textures ) {
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
......@@ -869,7 +870,7 @@ WebGLUniforms.upload = function ( gl, seq, values, renderer ) {
if ( v.needsUpdate !== false ) {
// note: always updating when .needsUpdate is undefined
u.setValue( gl, v.value, renderer );
u.setValue( gl, v.value, renderer, textures );
}
......
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