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WebGLProgram* clean up.

Mr.doob 9 年之前
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24d32ead01
共有 2 个文件被更改,包括 19 次插入18 次删除
  1. 10 10
      src/renderers/webgl/WebGLProgram.js
  2. 9 8
      src/renderers/webgl/WebGLPrograms.js

+ 10 - 10
src/renderers/webgl/WebGLProgram.js

@@ -12,19 +12,19 @@ THREE.WebGLProgram = ( function () {
 		switch ( encoding ) {
 
 			case THREE.LinearEncoding:
-				return ['Linear','( value )'];
+				return [ 'Linear','( value )' ];
 			case THREE.sRGBEncoding:
-				return ['sRGB','( value )'];
+				return [ 'sRGB','( value )' ];
 			case THREE.RGBEEncoding:
-				return ['RGBE','( value )'];
+				return [ 'RGBE','( value )' ];
 			case THREE.RGBM7Encoding:
-				return ['RGBM','( value, 7.0 )'];
+				return [ 'RGBM','( value, 7.0 )' ];
 			case THREE.RGBM16Encoding:
-				return ['RGBM','( value, 16.0 )'];
+				return [ 'RGBM','( value, 16.0 )' ];
 			case THREE.RGBDEncoding:
-				return ['RGBD','( value, 256.0 )'];
+				return [ 'RGBD','( value, 256.0 )' ];
 			case THREE.GammaEncoding:
-				return ['Gamma','( value, float( GAMMA_FACTOR ) )'];
+				return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];
 			default:
 				throw new Error( 'unsupported encoding: ' + encoding );
 
@@ -35,14 +35,14 @@ THREE.WebGLProgram = ( function () {
 	function getTexelDecodingFunction( functionName, encoding ) {
 
 		var components = getEncodingComponents( encoding );
-		return "vec4 " + functionName + "( vec4 value ) { return " + components[0] + "ToLinear" + components[1] + "; }";
+		return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }";
 
 	}
 
 	function getTexelEncodingFunction( functionName, encoding ) {
 
 		var components = getEncodingComponents( encoding );
-		return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[0] + components[1] + "; }";
+		return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }";
 
 	}
 
@@ -51,7 +51,7 @@ THREE.WebGLProgram = ( function () {
 		extensions = extensions || {};
 
 		var chunks = [
-			( extensions.derivatives  || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
+			( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
 			( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
 			( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
 			( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '',

+ 9 - 8
src/renderers/webgl/WebGLPrograms.js

@@ -70,24 +70,23 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
 	function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
 
 		var encoding;
-		if( ! map ) {
+
+		if ( ! map ) {
 
 			encoding = THREE.LinearEncoding;
 
-		}
-		else if( map instanceof THREE.Texture || map instanceof THREE.CubeTexture ) {
+		} else if ( map instanceof THREE.Texture || map instanceof THREE.CubeTexture ) {
 
 			encoding = map.encoding;
 
-		}
-		else if( map instanceof THREE.WebGLRenderTarget || map instanceof THREE.THREE.WebGLRenderTargetCube ) {
+		} else if ( map instanceof THREE.WebGLRenderTarget || map instanceof THREE.THREE.WebGLRenderTargetCube ) {
 
 			encoding = map.texture.encoding;
 
 		}
 
 		// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
-		if( encoding === THREE.LinearEncoding && gammaOverrideLinear ) {
+		if ( encoding === THREE.LinearEncoding && gammaOverrideLinear ) {
 
 			encoding = THREE.GammaEncoding;
 
@@ -98,7 +97,9 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
 	}
 
 	this.getParameters = function ( material, lights, fog, object ) {
+
 		var shaderID = shaderIDs[ material.type ];
+
 		// heuristics to create shader parameters according to lights in the scene
 		// (not to blow over maxLights budget)
 
@@ -116,6 +117,7 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
 			}
 
 		}
+
 		var parameters = {
 
 			shaderID: shaderID,
@@ -128,8 +130,7 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
 			envMap: !! material.envMap,
 			envMapMode: material.envMap && material.envMap.mapping,
 			envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
-			envMapCubeUV: (!!material.envMap) && ((material.envMap.mapping === THREE.CubeUVReflectionMapping) ||
-							(material.envMap.mapping === THREE.CubeUVRefractionMapping)),
+			envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === THREE.CubeUVReflectionMapping ) || ( material.envMap.mapping === THREE.CubeUVRefractionMapping ) ),
 			lightMap: !! material.lightMap,
 			aoMap: !! material.aoMap,
 			emissiveMap: !! material.emissiveMap,