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Updated builds.

Mr.doob 8 years ago
parent
commit
92e51dc17d
3 changed files with 307 additions and 317 deletions
  1. 7 12
      build/three.js
  2. 293 293
      build/three.min.js
  3. 7 12
      build/three.module.js

+ 7 - 12
build/three.js

@@ -9170,7 +9170,7 @@
 	 * @author mrdoob / http://mrdoob.com/
 	 */
 
-	function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
+	function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
 
 		var _gl = _renderer.context,
 			_state = _renderer.state,
@@ -9253,12 +9253,12 @@
 		this.renderReverseSided = true;
 		this.renderSingleSided = true;
 
-		this.render = function ( scene, camera ) {
+		this.render = function ( lights, scene, camera ) {
 
 			if ( scope.enabled === false ) return;
 			if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
 
-			if ( _shadows.length === 0 ) return;
+			if ( lights.length === 0 ) return;
 
 			// Set GL state for depth map.
 			_state.disable( _gl.BLEND );
@@ -9270,9 +9270,9 @@
 
 			var faceCount;
 
-			for ( var i = 0, il = _shadows.length; i < il; i ++ ) {
+			for ( var i = 0, il = lights.length; i < il; i ++ ) {
 
-				var light = _shadows[ i ];
+				var light = lights[ i ];
 				var shadow = light.shadow;
 				var isPointLight = light && light.isPointLight;
 
@@ -9412,11 +9412,6 @@
 
 			}
 
-			// Restore GL state.
-			var clearColor = _renderer.getClearColor();
-			var clearAlpha = _renderer.getClearAlpha();
-			_renderer.setClearColor( clearColor, clearAlpha );
-
 			scope.needsUpdate = false;
 
 		};
@@ -20922,7 +20917,7 @@
 
 		// shadow map
 
-		var shadowMap = new WebGLShadowMap( _this, shadowsArray, objects, capabilities.maxTextureSize );
+		var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
 
 		this.shadowMap = shadowMap;
 
@@ -21744,7 +21739,7 @@
 
 			if ( _clippingEnabled ) _clipping.beginShadows();
 
-			shadowMap.render( scene, camera );
+			shadowMap.render( shadowsArray, scene, camera );
 
 			lights.setup( lightsArray, shadowsArray, camera );
 

File diff suppressed because it is too large
+ 293 - 293
build/three.min.js


+ 7 - 12
build/three.module.js

@@ -9164,7 +9164,7 @@ Object.assign( Frustum.prototype, {
  * @author mrdoob / http://mrdoob.com/
  */
 
-function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
+function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
 
 	var _gl = _renderer.context,
 		_state = _renderer.state,
@@ -9247,12 +9247,12 @@ function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
 	this.renderReverseSided = true;
 	this.renderSingleSided = true;
 
-	this.render = function ( scene, camera ) {
+	this.render = function ( lights, scene, camera ) {
 
 		if ( scope.enabled === false ) return;
 		if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
 
-		if ( _shadows.length === 0 ) return;
+		if ( lights.length === 0 ) return;
 
 		// Set GL state for depth map.
 		_state.disable( _gl.BLEND );
@@ -9264,9 +9264,9 @@ function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
 
 		var faceCount;
 
-		for ( var i = 0, il = _shadows.length; i < il; i ++ ) {
+		for ( var i = 0, il = lights.length; i < il; i ++ ) {
 
-			var light = _shadows[ i ];
+			var light = lights[ i ];
 			var shadow = light.shadow;
 			var isPointLight = light && light.isPointLight;
 
@@ -9406,11 +9406,6 @@ function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
 
 		}
 
-		// Restore GL state.
-		var clearColor = _renderer.getClearColor();
-		var clearAlpha = _renderer.getClearAlpha();
-		_renderer.setClearColor( clearColor, clearAlpha );
-
 		scope.needsUpdate = false;
 
 	};
@@ -20916,7 +20911,7 @@ function WebGLRenderer( parameters ) {
 
 	// shadow map
 
-	var shadowMap = new WebGLShadowMap( _this, shadowsArray, objects, capabilities.maxTextureSize );
+	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
 
 	this.shadowMap = shadowMap;
 
@@ -21738,7 +21733,7 @@ function WebGLRenderer( parameters ) {
 
 		if ( _clippingEnabled ) _clipping.beginShadows();
 
-		shadowMap.render( scene, camera );
+		shadowMap.render( shadowsArray, scene, camera );
 
 		lights.setup( lightsArray, shadowsArray, camera );
 

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