Jelajahi Sumber

Updated builds.

Mr.doob 8 tahun lalu
induk
melakukan
02343a7741
3 mengubah file dengan 356 tambahan dan 470 penghapusan
  1. 26 83
      build/three.js
  2. 304 304
      build/three.min.js
  3. 26 83
      build/three.module.js

+ 26 - 83
build/three.js

@@ -6553,7 +6553,7 @@
 			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 ++ ) {
 
@@ -6678,7 +6678,7 @@
 
 			state.enable( gl.CULL_FACE );
 			state.enable( gl.DEPTH_TEST );
-			state.setDepthWrite( true );
+			state.buffers.depth.setMask( true );
 
 			renderer.resetGLState();
 
@@ -6932,8 +6932,8 @@
 				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 ) {
 
@@ -9074,9 +9074,9 @@
 			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
@@ -18741,7 +18741,7 @@
 			stencilBuffer.setClear( 0 );
 
 			enable( gl.DEPTH_TEST );
-			setDepthFunc( LessEqualDepth );
+			depthBuffer.setFunc( LessEqualDepth );
 
 			setFlipSided( false );
 			setCullFace( CullFaceBack );
@@ -18983,53 +18983,24 @@
 
 		}
 
-		// 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 );
-
-		}
-
-		function setStencilTest( stencilTest ) {
-
-			stencilBuffer.setTest( stencilTest );
-
-		}
-
-		function setStencilWrite( stencilWrite ) {
-
-			stencilBuffer.setMask( stencilWrite );
-
-		}
+		function setMaterial( material ) {
 
-		function setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
+			material.side === DoubleSide
+				? disable( gl.CULL_FACE )
+				: enable( gl.CULL_FACE );
 
-			stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask );
+			setFlipSided( material.side === BackSide );
 
-		}
+			material.transparent === true
+				? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
+				: setBlending( NoBlending );
 
-		function setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
+			depthBuffer.setFunc( material.depthFunc );
+			depthBuffer.setTest( material.depthTest );
+			depthBuffer.setMask( material.depthWrite );
+			colorBuffer.setMask( material.colorWrite );
 
-			stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass );
+			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
 
 		}
 
@@ -19292,15 +19263,7 @@
 			getCompressedTextureFormats: getCompressedTextureFormats,
 
 			setBlending: setBlending,
-
-			setColorWrite: setColorWrite,
-			setDepthTest: setDepthTest,
-			setDepthWrite: setDepthWrite,
-			setDepthFunc: setDepthFunc,
-			setStencilTest: setStencilTest,
-			setStencilWrite: setStencilWrite,
-			setStencilFunc: setStencilFunc,
-			setStencilOp: setStencilOp,
+			setMaterial: setMaterial,
 
 			setFlipSided: setFlipSided,
 			setCullFace: setCullFace,
@@ -20318,7 +20281,7 @@
 
 		this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
 
-			setMaterial( material );
+			state.setMaterial( material );
 
 			program = setProgram( camera, fog, material, object );
 			geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
@@ -20904,9 +20867,9 @@
 
 			// 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();
 
@@ -21128,7 +21091,7 @@
 
 				if ( object.isImmediateRenderObject ) {
 
-					setMaterial( material );
+					state.setMaterial( material );
 
 					var program = setProgram( camera, scene.fog, material, object );
 
@@ -21297,26 +21260,6 @@
 
 		}
 
-		function setMaterial( material ) {
-
-			material.side === DoubleSide
-				? state.disable( _gl.CULL_FACE )
-				: state.enable( _gl.CULL_FACE );
-
-			state.setFlipSided( material.side === BackSide );
-
-			material.transparent === true
-				? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
-				: state.setBlending( NoBlending );
-
-			state.setDepthFunc( material.depthFunc );
-			state.setDepthTest( material.depthTest );
-			state.setDepthWrite( material.depthWrite );
-			state.setColorWrite( material.colorWrite );
-			state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
-
-		}
-
 		function setProgram( camera, fog, material, object ) {
 
 			_usedTextureUnits = 0;

File diff ditekan karena terlalu besar
+ 304 - 304
build/three.min.js


+ 26 - 83
build/three.module.js

@@ -6547,7 +6547,7 @@ 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 ++ ) {
 
@@ -6672,7 +6672,7 @@ function LensFlarePlugin( renderer, flares ) {
 
 		state.enable( gl.CULL_FACE );
 		state.enable( gl.DEPTH_TEST );
-		state.setDepthWrite( true );
+		state.buffers.depth.setMask( true );
 
 		renderer.resetGLState();
 
@@ -6926,8 +6926,8 @@ 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 ) {
 
@@ -9068,9 +9068,9 @@ 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
@@ -18735,7 +18735,7 @@ function WebGLState( gl, extensions, paramThreeToGL ) {
 		stencilBuffer.setClear( 0 );
 
 		enable( gl.DEPTH_TEST );
-		setDepthFunc( LessEqualDepth );
+		depthBuffer.setFunc( LessEqualDepth );
 
 		setFlipSided( false );
 		setCullFace( CullFaceBack );
@@ -18977,53 +18977,24 @@ function WebGLState( gl, extensions, paramThreeToGL ) {
 
 	}
 
-	// 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 );
-
-	}
-
-	function setStencilTest( stencilTest ) {
-
-		stencilBuffer.setTest( stencilTest );
-
-	}
-
-	function setStencilWrite( stencilWrite ) {
-
-		stencilBuffer.setMask( stencilWrite );
-
-	}
+	function setMaterial( material ) {
 
-	function setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
+		material.side === DoubleSide
+			? disable( gl.CULL_FACE )
+			: enable( gl.CULL_FACE );
 
-		stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask );
+		setFlipSided( material.side === BackSide );
 
-	}
+		material.transparent === true
+			? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
+			: setBlending( NoBlending );
 
-	function setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
+		depthBuffer.setFunc( material.depthFunc );
+		depthBuffer.setTest( material.depthTest );
+		depthBuffer.setMask( material.depthWrite );
+		colorBuffer.setMask( material.colorWrite );
 
-		stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass );
+		setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
 
 	}
 
@@ -19286,15 +19257,7 @@ function WebGLState( gl, extensions, paramThreeToGL ) {
 		getCompressedTextureFormats: getCompressedTextureFormats,
 
 		setBlending: setBlending,
-
-		setColorWrite: setColorWrite,
-		setDepthTest: setDepthTest,
-		setDepthWrite: setDepthWrite,
-		setDepthFunc: setDepthFunc,
-		setStencilTest: setStencilTest,
-		setStencilWrite: setStencilWrite,
-		setStencilFunc: setStencilFunc,
-		setStencilOp: setStencilOp,
+		setMaterial: setMaterial,
 
 		setFlipSided: setFlipSided,
 		setCullFace: setCullFace,
@@ -20312,7 +20275,7 @@ function WebGLRenderer( parameters ) {
 
 	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
 
-		setMaterial( material );
+		state.setMaterial( material );
 
 		program = setProgram( camera, fog, material, object );
 		geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
@@ -20898,9 +20861,9 @@ 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();
 
@@ -21122,7 +21085,7 @@ function WebGLRenderer( parameters ) {
 
 			if ( object.isImmediateRenderObject ) {
 
-				setMaterial( material );
+				state.setMaterial( material );
 
 				var program = setProgram( camera, scene.fog, material, object );
 
@@ -21291,26 +21254,6 @@ function WebGLRenderer( parameters ) {
 
 	}
 
-	function setMaterial( material ) {
-
-		material.side === DoubleSide
-			? state.disable( _gl.CULL_FACE )
-			: state.enable( _gl.CULL_FACE );
-
-		state.setFlipSided( material.side === BackSide );
-
-		material.transparent === true
-			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
-			: state.setBlending( NoBlending );
-
-		state.setDepthFunc( material.depthFunc );
-		state.setDepthTest( material.depthTest );
-		state.setDepthWrite( material.depthWrite );
-		state.setColorWrite( material.colorWrite );
-		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
-
-	}
-
 	function setProgram( camera, fog, material, object ) {
 
 		_usedTextureUnits = 0;

Beberapa file tidak ditampilkan karena terlalu banyak file yang berubah dalam diff ini