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Updated builds.

Mr.doob 8 years ago
parent
commit
b63a2a3144
3 changed files with 388 additions and 402 deletions
  1. 16 23
      build/three.js
  2. 356 356
      build/three.min.js
  3. 16 23
      build/three.module.js

+ 16 - 23
build/three.js

@@ -6375,10 +6375,7 @@
 	 * @author alteredq / http://alteredqualia.com/
 	 */
 
-	function WebGLFlareRenderer( renderer, flares ) {
-
-		var gl = renderer.context;
-		var state = renderer.state;
+	function WebGLFlareRenderer( renderer, gl, state, capabilities ) {
 
 		var vertexBuffer, elementBuffer;
 		var shader, program, attributes, uniforms;
@@ -6549,7 +6546,7 @@
 		 *         reads these back and calculates occlusion.
 		 */
 
-		this.render = function ( scene, camera, viewport ) {
+		this.render = function ( flares, scene, camera, viewport ) {
 
 			if ( flares.length === 0 ) return;
 
@@ -6734,7 +6731,7 @@
 			var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
 			var vertexShader = gl.createShader( gl.VERTEX_SHADER );
 
-			var prefix = "precision " + renderer.getPrecision() + " float;\n";
+			var prefix = "precision " + capabilities.precision + " float;\n";
 
 			gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
 			gl.shaderSource( vertexShader, prefix + shader.vertexShader );
@@ -6773,10 +6770,7 @@
 	 * @author alteredq / http://alteredqualia.com/
 	 */
 
-	function WebGLSpriteRenderer( renderer, sprites ) {
-
-		var gl = renderer.context;
-		var state = renderer.state;
+	function WebGLSpriteRenderer( renderer, gl, state, capabilities ) {
 
 		var vertexBuffer, elementBuffer;
 		var program, attributes, uniforms;
@@ -6854,7 +6848,7 @@
 
 		}
 
-		this.render = function ( scene, camera ) {
+		this.render = function ( sprites, scene, camera ) {
 
 			if ( sprites.length === 0 ) return;
 
@@ -7027,7 +7021,7 @@
 
 			gl.shaderSource( vertexShader, [
 
-				'precision ' + renderer.getPrecision() + ' float;',
+				'precision ' + capabilities.precision + ' float;',
 
 				'#define SHADER_NAME ' + 'SpriteMaterial',
 
@@ -7067,7 +7061,7 @@
 
 			gl.shaderSource( fragmentShader, [
 
-				'precision ' + renderer.getPrecision() + ' float;',
+				'precision ' + capabilities.precision + ' float;',
 
 				'#define SHADER_NAME ' + 'SpriteMaterial',
 
@@ -9097,7 +9091,7 @@
 	 * @author mrdoob / http://mrdoob.com/
 	 */
 
-	function WebGLShadowMap( _renderer, _shadows, _objects, capabilities ) {
+	function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
 
 		var _gl = _renderer.context,
 			_state = _renderer.state,
@@ -9105,7 +9099,7 @@
 			_projScreenMatrix = new Matrix4(),
 
 			_shadowMapSize = new Vector2(),
-			_maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ),
+			_maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
 
 			_lookTarget = new Vector3(),
 			_lightPositionWorld = new Vector3(),
@@ -20790,6 +20784,7 @@
 		var programCache, renderLists;
 
 		var background, bufferRenderer, indexedBufferRenderer;
+		var flareRenderer, spriteRenderer;
 
 		function initGLContext() {
 
@@ -20828,6 +20823,9 @@
 			bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
 			indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
 
+			flareRenderer = new WebGLFlareRenderer( _this, _gl, state, capabilities );
+			spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, capabilities );
+
 			_this.info.programs = programCache.programs;
 
 			_this.context = _gl;
@@ -20849,15 +20847,10 @@
 
 		// shadow map
 
-		var shadowMap = new WebGLShadowMap( this, shadowsArray, objects, capabilities );
+		var shadowMap = new WebGLShadowMap( _this, shadowsArray, objects, capabilities.maxTextureSize );
 
 		this.shadowMap = shadowMap;
 
-		//
-
-		var spriteRenderer = new WebGLSpriteRenderer( this, spritesArray );
-		var flareRenderer = new WebGLFlareRenderer( this, flaresArray );
-
 		// API
 
 		this.getContext = function () {
@@ -21728,8 +21721,8 @@
 
 			// custom renderers
 
-			spriteRenderer.render( scene, camera );
-			flareRenderer.render( scene, camera, _currentViewport );
+			spriteRenderer.render( spritesArray, scene, camera );
+			flareRenderer.render( flaresArray, scene, camera, _currentViewport );
 
 			// Generate mipmap if we're using any kind of mipmap filtering
 

File diff suppressed because it is too large
+ 356 - 356
build/three.min.js


+ 16 - 23
build/three.module.js

@@ -6369,10 +6369,7 @@ Object.assign( Box2.prototype, {
  * @author alteredq / http://alteredqualia.com/
  */
 
-function WebGLFlareRenderer( renderer, flares ) {
-
-	var gl = renderer.context;
-	var state = renderer.state;
+function WebGLFlareRenderer( renderer, gl, state, capabilities ) {
 
 	var vertexBuffer, elementBuffer;
 	var shader, program, attributes, uniforms;
@@ -6543,7 +6540,7 @@ function WebGLFlareRenderer( renderer, flares ) {
 	 *         reads these back and calculates occlusion.
 	 */
 
-	this.render = function ( scene, camera, viewport ) {
+	this.render = function ( flares, scene, camera, viewport ) {
 
 		if ( flares.length === 0 ) return;
 
@@ -6728,7 +6725,7 @@ function WebGLFlareRenderer( renderer, flares ) {
 		var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
 		var vertexShader = gl.createShader( gl.VERTEX_SHADER );
 
-		var prefix = "precision " + renderer.getPrecision() + " float;\n";
+		var prefix = "precision " + capabilities.precision + " float;\n";
 
 		gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
 		gl.shaderSource( vertexShader, prefix + shader.vertexShader );
@@ -6767,10 +6764,7 @@ CanvasTexture.prototype.constructor = CanvasTexture;
  * @author alteredq / http://alteredqualia.com/
  */
 
-function WebGLSpriteRenderer( renderer, sprites ) {
-
-	var gl = renderer.context;
-	var state = renderer.state;
+function WebGLSpriteRenderer( renderer, gl, state, capabilities ) {
 
 	var vertexBuffer, elementBuffer;
 	var program, attributes, uniforms;
@@ -6848,7 +6842,7 @@ function WebGLSpriteRenderer( renderer, sprites ) {
 
 	}
 
-	this.render = function ( scene, camera ) {
+	this.render = function ( sprites, scene, camera ) {
 
 		if ( sprites.length === 0 ) return;
 
@@ -7021,7 +7015,7 @@ function WebGLSpriteRenderer( renderer, sprites ) {
 
 		gl.shaderSource( vertexShader, [
 
-			'precision ' + renderer.getPrecision() + ' float;',
+			'precision ' + capabilities.precision + ' float;',
 
 			'#define SHADER_NAME ' + 'SpriteMaterial',
 
@@ -7061,7 +7055,7 @@ function WebGLSpriteRenderer( renderer, sprites ) {
 
 		gl.shaderSource( fragmentShader, [
 
-			'precision ' + renderer.getPrecision() + ' float;',
+			'precision ' + capabilities.precision + ' float;',
 
 			'#define SHADER_NAME ' + 'SpriteMaterial',
 
@@ -9091,7 +9085,7 @@ Object.assign( Frustum.prototype, {
  * @author mrdoob / http://mrdoob.com/
  */
 
-function WebGLShadowMap( _renderer, _shadows, _objects, capabilities ) {
+function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
 
 	var _gl = _renderer.context,
 		_state = _renderer.state,
@@ -9099,7 +9093,7 @@ function WebGLShadowMap( _renderer, _shadows, _objects, capabilities ) {
 		_projScreenMatrix = new Matrix4(),
 
 		_shadowMapSize = new Vector2(),
-		_maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ),
+		_maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
 
 		_lookTarget = new Vector3(),
 		_lightPositionWorld = new Vector3(),
@@ -20784,6 +20778,7 @@ function WebGLRenderer( parameters ) {
 	var programCache, renderLists;
 
 	var background, bufferRenderer, indexedBufferRenderer;
+	var flareRenderer, spriteRenderer;
 
 	function initGLContext() {
 
@@ -20822,6 +20817,9 @@ function WebGLRenderer( parameters ) {
 		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
 		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
 
+		flareRenderer = new WebGLFlareRenderer( _this, _gl, state, capabilities );
+		spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, capabilities );
+
 		_this.info.programs = programCache.programs;
 
 		_this.context = _gl;
@@ -20843,15 +20841,10 @@ function WebGLRenderer( parameters ) {
 
 	// shadow map
 
-	var shadowMap = new WebGLShadowMap( this, shadowsArray, objects, capabilities );
+	var shadowMap = new WebGLShadowMap( _this, shadowsArray, objects, capabilities.maxTextureSize );
 
 	this.shadowMap = shadowMap;
 
-	//
-
-	var spriteRenderer = new WebGLSpriteRenderer( this, spritesArray );
-	var flareRenderer = new WebGLFlareRenderer( this, flaresArray );
-
 	// API
 
 	this.getContext = function () {
@@ -21722,8 +21715,8 @@ function WebGLRenderer( parameters ) {
 
 		// custom renderers
 
-		spriteRenderer.render( scene, camera );
-		flareRenderer.render( scene, camera, _currentViewport );
+		spriteRenderer.render( spritesArray, scene, camera );
+		flareRenderer.render( flaresArray, scene, camera, _currentViewport );
 
 		// Generate mipmap if we're using any kind of mipmap filtering
 

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