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Spaces -> tabs in WebGLRenderer.js

Julian Walker 15 лет назад
Родитель
Сommit
286402351b
1 измененных файлов с 86 добавлено и 86 удалено
  1. 86 86
      src/renderers/WebGLRenderer.js

+ 86 - 86
src/renderers/WebGLRenderer.js

@@ -43,28 +43,28 @@ THREE.WebGLRenderer = function () {
 
 		//lighting
 		_gl.uniform1i( _program.enableLighting, scene.lights.length );
-    
-    for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
-      
-      light = scene.lights[ l ];
-      
-      if ( light instanceof THREE.AmbientLight ) {
-        
-        lightColor = light.color;
-        _gl.uniform3f( _program.ambientColor, lightColor.r, lightColor.g, lightColor.b );
-        
-      } else if( light instanceof THREE.DirectionalLight ) {
-        
-        lightColor = light.color;
-        lightDirection = light.direction;
-        _gl.uniform3f( _program.lightingDirection, lightDirection.x, lightDirection.y, lightDirection.z );
-        _gl.uniform3f( _program.directionalColor, lightColor.r, lightColor.g, lightColor.b );
-        
-      }
-      
-    }
-
-    for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
+
+		for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
+
+			light = scene.lights[ l ];
+
+			if ( light instanceof THREE.AmbientLight ) {
+
+				lightColor = light.color;
+				_gl.uniform3f( _program.ambientColor, lightColor.r, lightColor.g, lightColor.b );
+
+			} else if( light instanceof THREE.DirectionalLight ) {
+
+				lightColor = light.color;
+				lightDirection = light.direction;
+				_gl.uniform3f( _program.lightingDirection, lightDirection.x, lightDirection.y, lightDirection.z );
+				_gl.uniform3f( _program.directionalColor, lightColor.r, lightColor.g, lightColor.b );
+
+			}
+
+		}
+
+		for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
 
 			object = scene.objects[ o ];
 
@@ -94,9 +94,9 @@ THREE.WebGLRenderer = function () {
 							vertexArray.push( v2.x, v2.y, v2.z );
 							vertexArray.push( v3.x, v3.y, v3.z );
 
-              normalArray.push( normal.x, normal.y, normal.z );
-              normalArray.push( normal.x, normal.y, normal.z );
-              normalArray.push( normal.x, normal.y, normal.z );
+							normalArray.push( normal.x, normal.y, normal.z );
+							normalArray.push( normal.x, normal.y, normal.z );
+							normalArray.push( normal.x, normal.y, normal.z );
 
 							colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
 							colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
@@ -118,10 +118,10 @@ THREE.WebGLRenderer = function () {
 							vertexArray.push( v3.x, v3.y, v3.z );
 							vertexArray.push( v4.x, v4.y, v4.z );
 
-              normalArray.push( normal.x, normal.y, normal.z );
-              normalArray.push( normal.x, normal.y, normal.z );
-              normalArray.push( normal.x, normal.y, normal.z );
-              normalArray.push( normal.x, normal.y, normal.z );
+							normalArray.push( normal.x, normal.y, normal.z );
+							normalArray.push( normal.x, normal.y, normal.z );
+							normalArray.push( normal.x, normal.y, normal.z );
+							normalArray.push( normal.x, normal.y, normal.z );
 
 							colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
 							colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
@@ -145,9 +145,9 @@ THREE.WebGLRenderer = function () {
 					_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
 					_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );
 
-          object.__webGLNormalBuffer = _gl.createBuffer();
-          _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
-          _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );
+					object.__webGLNormalBuffer = _gl.createBuffer();
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
+					_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );
 
 					object.__webGLColorBuffer = _gl.createBuffer();
 					_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLColorBuffer );
@@ -167,9 +167,9 @@ THREE.WebGLRenderer = function () {
 				_program.viewMatrixArray = new Float32Array( viewMatrix.flatten() );
 				_program.projectionMatrixArray = new Float32Array( camera.projectionMatrix.flatten() );
 
-		    normalMatrix =  THREE.Matrix4.makeInvert(viewMatrix).transpose();
-		    _program.normalMatrixArray = new Float32Array( normalMatrix.flatten() );
-		    
+				normalMatrix =  THREE.Matrix4.makeInvert(viewMatrix).transpose();
+				_program.normalMatrixArray = new Float32Array( normalMatrix.flatten() );
+
 				_gl.uniformMatrix4fv( _program.viewMatrix, false, _program.viewMatrixArray );
 				_gl.uniformMatrix4fv( _program.projectionMatrix, false, _program.projectionMatrixArray );
 				_gl.uniformMatrix4fv( _program.normalMatrix, false, _program.normalMatrixArray );
@@ -177,8 +177,8 @@ THREE.WebGLRenderer = function () {
 				_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
 				_gl.vertexAttribPointer( _program.position, 3, _gl.FLOAT, false, 0, 0 );
 
-        _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
-        _gl.vertexAttribPointer( _program.normal, 3, _gl.FLOAT, false, 0, 0 );
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
+				_gl.vertexAttribPointer( _program.normal, 3, _gl.FLOAT, false, 0, 0 );
 
 				for ( m = 0, ml = object.material.length; m < ml; m++ ) {
 
@@ -256,50 +256,50 @@ THREE.WebGLRenderer = function () {
 		_program = _gl.createProgram();
 
 		_gl.attachShader( _program, getShader( "fragment", [
-								"#ifdef GL_ES",
-								"precision highp float;",
-								"#endif",
-								
-							  "varying vec4 vcolor;",
-							  "varying vec3 lightWeighting;",
-							  
-							  "void main(){",
-							  
-							    "gl_FragColor = vec4(vcolor.rgb * lightWeighting, vcolor.a);",
-							  
-							  "}"
-							  ].join("\n") ) );
+			"#ifdef GL_ES",
+			"precision highp float;",
+			"#endif",
+
+			"varying vec4 vcolor;",
+			"varying vec3 lightWeighting;",
+
+			"void main(){",
+
+				"gl_FragColor = vec4(vcolor.rgb * lightWeighting, vcolor.a);",
+
+			"}"
+			].join("\n") ) );
 
 		_gl.attachShader( _program, getShader( "vertex", [
-								"attribute vec3 position;",
-                "attribute vec3 normal;",
-								"attribute vec4 color;",
-
-							  "uniform bool enableLighting;",
-							  "uniform vec3 ambientColor;",
-							  "uniform vec3 directionalColor;",
-							  "uniform vec3 lightingDirection;",
-							  
-								"uniform mat4 viewMatrix;",
-								"uniform mat4 projectionMatrix;",
-                "uniform mat4 normalMatrix;",
-								"varying vec4 vcolor;",
-							  "varying vec3 lightWeighting;",
-
-								"void main(void) {",
-							  
-  						    "if(!enableLighting) {",
-  						      "lightWeighting = vec3(1.0, 1.0, 1.0);",
-  						    "} else {",
-  						      "vec4 transformedNormal = normalMatrix * vec4(normal, 1.0);",
-  						      "float directionalLightWeighting = max(dot(transformedNormal.xyz, lightingDirection), 0.0);",
-  						      "lightWeighting = ambientColor + directionalColor * directionalLightWeighting;",
-  						    "}",
-
-									"vcolor = color;",
-									"gl_Position = projectionMatrix * viewMatrix * vec4( position, 1.0 );",
-
-								"}"].join("\n") ) );
+			"attribute vec3 position;",
+			"attribute vec3 normal;",
+			"attribute vec4 color;",
+
+			"uniform bool enableLighting;",
+			"uniform vec3 ambientColor;",
+			"uniform vec3 directionalColor;",
+			"uniform vec3 lightingDirection;",
+
+			"uniform mat4 viewMatrix;",
+			"uniform mat4 projectionMatrix;",
+			"uniform mat4 normalMatrix;",
+			"varying vec4 vcolor;",
+			"varying vec3 lightWeighting;",
+
+			"void main(void) {",
+
+						"if(!enableLighting) {",
+							"lightWeighting = vec3(1.0, 1.0, 1.0);",
+						"} else {",
+							"vec4 transformedNormal = normalMatrix * vec4(normal, 1.0);",
+							"float directionalLightWeighting = max(dot(transformedNormal.xyz, lightingDirection), 0.0);",
+							"lightWeighting = ambientColor + directionalColor * directionalLightWeighting;",
+						"}",
+
+				"vcolor = color;",
+				"gl_Position = projectionMatrix * viewMatrix * vec4( position, 1.0 );",
+
+			"}"].join("\n") ) );
 
 		_gl.linkProgram( _program );
 
@@ -315,19 +315,19 @@ THREE.WebGLRenderer = function () {
 		_program.projectionMatrix = _gl.getUniformLocation( _program, "projectionMatrix" );
 		_program.normalMatrix = _gl.getUniformLocation( _program, "normalMatrix" );
 
-    _program.enableLighting = _gl.getUniformLocation(_program, 'enableLighting');
-    _program.ambientColor = _gl.getUniformLocation(_program, 'ambientColor');
-    _program.directionalColor = _gl.getUniformLocation(_program, 'directionalColor');
-    _program.lightingDirection = _gl.getUniformLocation(_program, 'lightingDirection');
-    
+		_program.enableLighting = _gl.getUniformLocation(_program, 'enableLighting');
+		_program.ambientColor = _gl.getUniformLocation(_program, 'ambientColor');
+		_program.directionalColor = _gl.getUniformLocation(_program, 'directionalColor');
+		_program.lightingDirection = _gl.getUniformLocation(_program, 'lightingDirection');
+
 		_program.color = _gl.getAttribLocation( _program, "color" );
 		_gl.enableVertexAttribArray( _program.color );
 
 		_program.position = _gl.getAttribLocation( _program, "position" );
 		_gl.enableVertexAttribArray( _program.position );
 
-    _program.normal = _gl.getAttribLocation( _program, "normal" );
-    _gl.enableVertexAttribArray( _program.normal );
+		_program.normal = _gl.getAttribLocation( _program, "normal" );
+		_gl.enableVertexAttribArray( _program.normal );
 
 		_program.viewMatrixArray = new Float32Array(16);
 		_program.projectionMatrixArray = new Float32Array(16);