Browse Source

Clean up.

Mr.doob 10 years ago
parent
commit
141ac28d98

+ 2 - 1
src/renderers/webgl/WebGLShadowMap.js

@@ -6,6 +6,7 @@
 THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
 THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
 
 
 	var _gl = _renderer.context,
 	var _gl = _renderer.context,
+	_state = _renderer.state,
 	_frustum = new THREE.Frustum(),
 	_frustum = new THREE.Frustum(),
 	_projScreenMatrix = new THREE.Matrix4(),
 	_projScreenMatrix = new THREE.Matrix4(),
 
 
@@ -99,7 +100,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
 
 
 		}
 		}
 
 
-		_renderer.state.setDepthTest( true );
+		_state.setDepthTest( true );
 
 
 		// preprocess lights
 		// preprocess lights
 		// 	- skip lights that are not casting shadows
 		// 	- skip lights that are not casting shadows

+ 36 - 35
src/renderers/webgl/WebGLState.js

@@ -160,66 +160,67 @@ THREE.WebGLState = function ( gl, paramThreeToGL ) {
 
 
 	this.setDepthFunc = function ( depthFunc ) {
 	this.setDepthFunc = function ( depthFunc ) {
 
 
-	    if ( currentDepthFunc !== depthFunc ) {
+		if ( currentDepthFunc !== depthFunc ) {
 
 
-	        if ( depthFunc ) {
+			if ( depthFunc ) {
 
 
-	            switch ( depthFunc ) {
+				switch ( depthFunc ) {
 
 
-	                case THREE.NeverDepth:
+					case THREE.NeverDepth:
 
 
-	                    gl.depthFunc( gl.NEVER );
-	                    break;
+						gl.depthFunc( gl.NEVER );
+						break;
 
 
-	                case THREE.AlwaysDepth:
+					case THREE.AlwaysDepth:
 
 
-	                    gl.depthFunc( gl.ALWAYS );
-	                    break;
+						gl.depthFunc( gl.ALWAYS );
+						break;
 
 
-	                case THREE.LessDepth:
+					case THREE.LessDepth:
 
 
-	                    gl.depthFunc( gl.LESS );
-	                    break;
+						gl.depthFunc( gl.LESS );
+						break;
 
 
-	                case THREE.LessEqualDepth:
+					case THREE.LessEqualDepth:
 
 
-	                    gl.depthFunc( gl.LEQUAL );
-	                    break;
+						gl.depthFunc( gl.LEQUAL );
+						break;
 
 
-	                case THREE.EqualDepth:
+					case THREE.EqualDepth:
 
 
-	                    gl.depthFunc( gl.EQUAL );
-	                    break;
+						gl.depthFunc( gl.EQUAL );
+						break;
 
 
-	                case THREE.GreaterEqualDepth:
+					case THREE.GreaterEqualDepth:
 
 
-	                    gl.depthFunc( gl.GEQUAL );
-	                    break;
+						gl.depthFunc( gl.GEQUAL );
+						break;
 
 
-	                case THREE.GreaterDepth:
+					case THREE.GreaterDepth:
 
 
-	                    gl.depthFunc( gl.GREATER );
-	                    break;
+						gl.depthFunc( gl.GREATER );
+						break;
 
 
-	                case THREE.NotEqualDepth:
+					case THREE.NotEqualDepth:
 
 
-	                    gl.depthFunc( gl.NOTEQUAL );
-	                    break;
+						gl.depthFunc( gl.NOTEQUAL );
+						break;
 
 
-	                default:
+					default:
 
 
-                        gl.depthFunc( gl.LEQUAL );
-	            }
+						gl.depthFunc( gl.LEQUAL );
 
 
-	        } else {
+				}
 
 
-	            gl.depthFunc( gl.LEQUAL );
+			} else {
+
+				gl.depthFunc( gl.LEQUAL );
 
 
-	        }
+			}
 
 
-	        currentDepthFunc = depthFunc;
+			currentDepthFunc = depthFunc;
 
 
-	    }
+		}
 
 
 	};
 	};
 
 

+ 16 - 15
src/renderers/webgl/plugins/LensFlarePlugin.js

@@ -6,6 +6,7 @@
 THREE.LensFlarePlugin = function ( renderer, flares ) {
 THREE.LensFlarePlugin = function ( renderer, flares ) {
 
 
 	var gl = renderer.context;
 	var gl = renderer.context;
+	var state = renderer.state;
 
 
 	var vertexBuffer, elementBuffer;
 	var vertexBuffer, elementBuffer;
 	var program, attributes, uniforms;
 	var program, attributes, uniforms;
@@ -43,14 +44,14 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
 		tempTexture      = gl.createTexture();
 		tempTexture      = gl.createTexture();
 		occlusionTexture = gl.createTexture();
 		occlusionTexture = gl.createTexture();
 
 
-		renderer.state.bindTexture( gl.TEXTURE_2D, tempTexture );
+		state.bindTexture( gl.TEXTURE_2D, tempTexture );
 		gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
 		gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
 
 
-		renderer.state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
+		state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
 		gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
 		gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
 		gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
@@ -295,10 +296,10 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
 
 
 		gl.useProgram( program );
 		gl.useProgram( program );
 
 
-		renderer.state.initAttributes();
-		renderer.state.enableAttribute( attributes.vertex );
-		renderer.state.enableAttribute( attributes.uv );
-		renderer.state.disableUnusedAttributes();
+		state.initAttributes();
+		state.enableAttribute( attributes.vertex );
+		state.enableAttribute( attributes.uv );
+		state.disableUnusedAttributes();
 
 
 		// loop through all lens flares to update their occlusion and positions
 		// loop through all lens flares to update their occlusion and positions
 		// setup gl and common used attribs/unforms
 		// setup gl and common used attribs/unforms
@@ -346,10 +347,10 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
 
 
 				// save current RGB to temp texture
 				// save current RGB to temp texture
 
 
-				renderer.state.activeTexture( gl.TEXTURE0 );
-				renderer.state.bindTexture( gl.TEXTURE_2D, null );
-				renderer.state.activeTexture( gl.TEXTURE1 );
-				renderer.state.bindTexture( gl.TEXTURE_2D, tempTexture );
+				state.activeTexture( gl.TEXTURE0 );
+				state.bindTexture( gl.TEXTURE_2D, null );
+				state.activeTexture( gl.TEXTURE1 );
+				state.bindTexture( gl.TEXTURE_2D, tempTexture );
 				gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
 				gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
 
 
 
 
@@ -367,8 +368,8 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
 
 
 				// copy result to occlusionMap
 				// copy result to occlusionMap
 
 
-				renderer.state.activeTexture( gl.TEXTURE0 );
-				renderer.state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
+				state.activeTexture( gl.TEXTURE0 );
+				state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
 				gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
 				gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
 
 
 
 
@@ -377,8 +378,8 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
 				gl.uniform1i( uniforms.renderType, 1 );
 				gl.uniform1i( uniforms.renderType, 1 );
 				gl.disable( gl.DEPTH_TEST );
 				gl.disable( gl.DEPTH_TEST );
 
 
-				renderer.state.activeTexture( gl.TEXTURE1 );
-				renderer.state.bindTexture( gl.TEXTURE_2D, tempTexture );
+				state.activeTexture( gl.TEXTURE1 );
+				state.bindTexture( gl.TEXTURE_2D, tempTexture );
 				gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
 				gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
 
 
 
 
@@ -423,7 +424,7 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
 						gl.uniform1f( uniforms.opacity, sprite.opacity );
 						gl.uniform1f( uniforms.opacity, sprite.opacity );
 						gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
 						gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
 
 
-						renderer.state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
+						state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
 						renderer.setTexture( sprite.texture, 1 );
 						renderer.setTexture( sprite.texture, 1 );
 
 
 						gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
 						gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );

+ 9 - 8
src/renderers/webgl/plugins/SpritePlugin.js

@@ -6,6 +6,7 @@
 THREE.SpritePlugin = function ( renderer, sprites ) {
 THREE.SpritePlugin = function ( renderer, sprites ) {
 
 
 	var gl = renderer.context;
 	var gl = renderer.context;
+	var state = renderer.state;
 
 
 	var vertexBuffer, elementBuffer;
 	var vertexBuffer, elementBuffer;
 	var program, attributes, uniforms;
 	var program, attributes, uniforms;
@@ -98,10 +99,10 @@ THREE.SpritePlugin = function ( renderer, sprites ) {
 
 
 		gl.useProgram( program );
 		gl.useProgram( program );
 
 
-		renderer.state.initAttributes();
-		renderer.state.enableAttribute( attributes.position );
-		renderer.state.enableAttribute( attributes.uv );
-		renderer.state.disableUnusedAttributes();
+		state.initAttributes();
+		state.enableAttribute( attributes.position );
+		state.enableAttribute( attributes.uv );
+		state.disableUnusedAttributes();
 
 
 		gl.disable( gl.CULL_FACE );
 		gl.disable( gl.CULL_FACE );
 		gl.enable( gl.BLEND );
 		gl.enable( gl.BLEND );
@@ -114,7 +115,7 @@ THREE.SpritePlugin = function ( renderer, sprites ) {
 
 
 		gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
 		gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
 
 
-		renderer.state.activeTexture( gl.TEXTURE0 );
+		state.activeTexture( gl.TEXTURE0 );
 		gl.uniform1i( uniforms.map, 0 );
 		gl.uniform1i( uniforms.map, 0 );
 
 
 		var oldFogType = 0;
 		var oldFogType = 0;
@@ -216,9 +217,9 @@ THREE.SpritePlugin = function ( renderer, sprites ) {
 			gl.uniform1f( uniforms.rotation, material.rotation );
 			gl.uniform1f( uniforms.rotation, material.rotation );
 			gl.uniform2fv( uniforms.scale, scale );
 			gl.uniform2fv( uniforms.scale, scale );
 
 
-			renderer.state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
-			renderer.state.setDepthTest( material.depthTest );
-			renderer.state.setDepthWrite( material.depthWrite );
+			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+			state.setDepthTest( material.depthTest );
+			state.setDepthWrite( material.depthWrite );
 
 
 			if ( material.map && material.map.image && material.map.image.width ) {
 			if ( material.map && material.map.image && material.map.image.width ) {