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Removed unused/unmaintained code.

Mr.doob 10 years ago
parent
commit
72636b275f
1 changed files with 0 additions and 230 deletions
  1. 0 230
      examples/js/renderers/plugins/DepthPassPlugin.js

+ 0 - 230
examples/js/renderers/plugins/DepthPassPlugin.js

@@ -1,230 +0,0 @@
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DepthPassPlugin = function () {
-
-	this.enabled = false;
-	this.renderTarget = null;
-
-	var _gl,
-	_renderer,
-	_lights, _webglObjects, _webglObjectsImmediate,
-	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
-
-	_frustum = new THREE.Frustum(),
-	_projScreenMatrix = new THREE.Matrix4(),
-	_renderList = [];
-
-	this.init = function ( renderer, lights, webglObjects, webglObjectsImmediate ) {
-
-		_gl = renderer.context;
-		_renderer = renderer;
-		_lights = lights;
-
-		_webglObjects = webglObjects;
-		_webglObjectsImmediate = webglObjectsImmediate;
-
-		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
-		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
-
-		_depthMaterial = new THREE.ShaderMaterial( {
-			fragmentShader: depthShader.fragmentShader,
-			vertexShader: depthShader.vertexShader,
-			uniforms: depthUniforms
-		} );
-
-		_depthMaterialMorph = new THREE.ShaderMaterial( {
-			fragmentShader: depthShader.fragmentShader,
-			vertexShader: depthShader.vertexShader,
-			uniforms: depthUniforms,
-			morphTargets: true
-		} );
-
-		_depthMaterialSkin = new THREE.ShaderMaterial( {
-			fragmentShader: depthShader.fragmentShader,
-			vertexShader: depthShader.vertexShader,
-			uniforms: depthUniforms,
-			skinning: true
-		} );
-
-		_depthMaterialMorphSkin = new THREE.ShaderMaterial( {
-			fragmentShader: depthShader.fragmentShader,
-			vertexShader: depthShader.vertexShader,
-			uniforms: depthUniforms,
-			morphTargets: true,
-			skinning: true
-		} );
-
-		_depthMaterial._shadowPass = true;
-		_depthMaterialMorph._shadowPass = true;
-		_depthMaterialSkin._shadowPass = true;
-		_depthMaterialMorphSkin._shadowPass = true;
-
-	};
-
-	this.render = function ( scene, camera ) {
-
-		if ( ! this.enabled ) return;
-
-		this.update( scene, camera );
-
-	};
-
-	this.update = function ( scene, camera ) {
-
-		var i, il, j, jl, n,
-
-		program, buffer, material,
-		webglObject, object, light,
-		renderList,
-
-		fog = null;
-
-		// set GL state for depth map
-
-		_gl.clearColor( 1, 1, 1, 1 );
-		_gl.disable( _gl.BLEND );
-
-		_renderer.state.setDepthTest( true );
-
-		// update scene
-
-		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
-
-		// update camera matrices and frustum
-
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
-		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
-		_frustum.setFromMatrix( _projScreenMatrix );
-
-		// render depth map
-
-		_renderer.setRenderTarget( this.renderTarget );
-		_renderer.clear();
-
-		// set object matrices & frustum culling
-
-		_renderList.length = 0;
-		projectObject(scene, scene, camera);
-
-		// render regular objects
-
-		var objectMaterial, useMorphing, useSkinning;
-
-		for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
-
-			webglObject = _renderList[ j ];
-
-			object = webglObject.object;
-			buffer = webglObject.buffer;
-
-			// todo: create proper depth material for particles
-
-			if ( object instanceof THREE.PointCloud && ! object.customDepthMaterial ) continue;
-
-			objectMaterial = getObjectMaterial( object );
-
-			if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
-
-			useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
-			useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
-
-			if ( object.customDepthMaterial ) {
-
-				material = object.customDepthMaterial;
-
-			} else if ( useSkinning ) {
-
-				material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
-
-			} else if ( useMorphing ) {
-
-				material = _depthMaterialMorph;
-
-			} else {
-
-				material = _depthMaterial;
-
-			}
-
-			if ( buffer instanceof THREE.BufferGeometry ) {
-
-				_renderer.renderBufferDirect( camera, _lights, fog, material, buffer, object );
-
-			} else {
-
-				_renderer.renderBuffer( camera, _lights, fog, material, buffer, object );
-
-			}
-
-
-		}
-
-		// set matrices and render immediate objects
-
-		for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
-
-			webglObject = _webglObjectsImmediate[ j ];
-			object = webglObject.object;
-
-			if ( object.visible ) {
-
-				object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
-
-				_renderer.renderImmediateObject( camera, _lights, fog, _depthMaterial, object );
-
-			}
-
-		}
-
-		// restore GL state
-
-		var clearColor = _renderer.getClearColor(),
-		clearAlpha = _renderer.getClearAlpha();
-
-		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
-		_gl.enable( _gl.BLEND );
-
-	};
-
-	function projectObject(scene, object,camera) {
-
-		if ( object.visible ) {
-
-			var webglObjects = _webglObjects[object.id];
-
-			if (webglObjects && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
-
-
-				for (var i = 0, l = webglObjects.length; i < l; i ++) {
-
-					var webglObject = webglObjects[i];
-
-					object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
-					_renderList.push(webglObject);
-
-				}
-			}
-
-			for (var i = 0, l = object.children.length; i < l; i ++) {
-
-				projectObject(scene, object.children[i], camera);
-			}
-
-		}
-	}
-
-	// For the moment just ignore objects that have multiple materials with different animation methods
-	// Only the first material will be taken into account for deciding which depth material to use
-
-	function getObjectMaterial( object ) {
-
-		return object.material instanceof THREE.MeshFaceMaterial
-			? object.material.materials[ 0 ]
-			: object.material;
-
-	}
-
-};