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WebGLShadowMap: Clean up (#28194)

林炳权 1 rok temu
rodzic
commit
1cacd91c2b
1 zmienionych plików z 25 dodań i 25 usunięć
  1. 25 25
      src/renderers/webgl/WebGLShadowMap.js

+ 25 - 25
src/renderers/webgl/WebGLShadowMap.js

@@ -12,7 +12,7 @@ import { Frustum } from '../../math/Frustum.js';
 
 import * as vsm from '../shaders/ShaderLib/vsm.glsl.js';
 
-function WebGLShadowMap( _renderer, _objects, _capabilities ) {
+function WebGLShadowMap( renderer, objects, capabilities ) {
 
 	let _frustum = new Frustum();
 
@@ -26,7 +26,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
 
 		_materialCache = {},
 
-		_maxTextureSize = _capabilities.maxTextureSize;
+		_maxTextureSize = capabilities.maxTextureSize;
 
 	const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };
 
@@ -76,11 +76,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
 
 		if ( lights.length === 0 ) return;
 
-		const currentRenderTarget = _renderer.getRenderTarget();
-		const activeCubeFace = _renderer.getActiveCubeFace();
-		const activeMipmapLevel = _renderer.getActiveMipmapLevel();
+		const currentRenderTarget = renderer.getRenderTarget();
+		const activeCubeFace = renderer.getActiveCubeFace();
+		const activeMipmapLevel = renderer.getActiveMipmapLevel();
 
-		const _state = _renderer.state;
+		const _state = renderer.state;
 
 		// Set GL state for depth map.
 		_state.setBlending( NoBlending );
@@ -154,8 +154,8 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
 
 			}
 
-			_renderer.setRenderTarget( shadow.map );
-			_renderer.clear();
+			renderer.setRenderTarget( shadow.map );
+			renderer.clear();
 
 			const viewportCount = shadow.getViewportCount();
 
@@ -196,13 +196,13 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
 
 		scope.needsUpdate = false;
 
-		_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
+		renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
 
 	};
 
 	function VSMPass( shadow, camera ) {
 
-		const geometry = _objects.update( fullScreenMesh );
+		const geometry = objects.update( fullScreenMesh );
 
 		if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {
 
@@ -225,18 +225,18 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
 		shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
 		shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
 		shadowMaterialVertical.uniforms.radius.value = shadow.radius;
-		_renderer.setRenderTarget( shadow.mapPass );
-		_renderer.clear();
-		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
+		renderer.setRenderTarget( shadow.mapPass );
+		renderer.clear();
+		renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
 
 		// horizontal pass
 
 		shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
 		shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
 		shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
-		_renderer.setRenderTarget( shadow.map );
-		_renderer.clear();
-		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
+		renderer.setRenderTarget( shadow.map );
+		renderer.clear();
+		renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
 
 	}
 
@@ -254,7 +254,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
 
 			result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;
 
-			if ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||
+			if ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||
 				( material.displacementMap && material.displacementScale !== 0 ) ||
 				( material.alphaMap && material.alphaTest > 0 ) ||
 				( material.map && material.alphaTest > 0 ) ) {
@@ -319,7 +319,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
 
 		if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
 
-			const materialProperties = _renderer.properties.get( result );
+			const materialProperties = renderer.properties.get( result );
 			materialProperties.light = light;
 
 		}
@@ -340,7 +340,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
 
 				object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
 
-				const geometry = _objects.update( object );
+				const geometry = objects.update( object );
 				const material = object.material;
 
 				if ( Array.isArray( material ) ) {
@@ -356,11 +356,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
 
 							const depthMaterial = getDepthMaterial( object, groupMaterial, light, type );
 
-							object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
+							object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
 
-							_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
+							renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
 
-							object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
+							object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
 
 						}
 
@@ -370,11 +370,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
 
 					const depthMaterial = getDepthMaterial( object, material, light, type );
 
-					object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
+					object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
 
-					_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
+					renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
 
-					object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
+					object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
 
 				}