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@@ -632,7 +632,9 @@ function WebGLRenderer( parameters ) {
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_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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- if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.type !== 'MeshPhysicalMaterial' && material.shading === FlatShading ) {
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+ if ( ! material.isMeshPhongMaterial &&
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+ ! material.isMeshStandardMaterial &&
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+ material.shading === FlatShading ) {
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for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
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@@ -1442,7 +1444,7 @@ function WebGLRenderer( parameters ) {
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var geometry = objects.update( object );
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- if ( material && material.isMultiMaterial ) {
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+ if ( material.isMultiMaterial ) {
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var groups = geometry.groups;
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var materials = material.materials;
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@@ -1625,9 +1627,9 @@ function WebGLRenderer( parameters ) {
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var uniforms = materialProperties.__webglShader.uniforms;
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- if ( ! ( material && material.isShaderMaterial ) &&
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- ! ( material && material.isRawShaderMaterial ) ||
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- material.clipping === true ) {
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+ if ( ! material.isShaderMaterial &&
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+ ! material.isRawShaderMaterial |
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+ material.clipping === true ) {
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materialProperties.numClippingPlanes = _clipping.numPlanes;
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uniforms.clippingPlanes = _clipping.uniform;
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@@ -1806,10 +1808,10 @@ function WebGLRenderer( parameters ) {
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// load material specific uniforms
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// (shader material also gets them for the sake of genericity)
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- if ( ( material && material.isShaderMaterial ) ||
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- ( material && material.isMeshPhongMaterial ) ||
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- ( material && material.isMeshStandardMaterial ) ||
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- material.envMap ) {
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+ if ( material.isShaderMaterial ||
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+ material.isMeshPhongMaterial ||
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+ material.isMeshStandardMaterial ||
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+ material.envMap ) {
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var uCamPos = p_uniforms.map.cameraPosition;
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@@ -1822,12 +1824,12 @@ function WebGLRenderer( parameters ) {
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}
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- if ( ( material && material.isMeshPhongMaterial ) ||
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- ( material && material.isMeshLambertMaterial ) ||
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- ( material && material.isMeshBasicMaterial ) ||
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- ( material && material.isMeshStandardMaterial ) ||
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- ( material && material.isShaderMaterial ) ||
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- material.skinning ) {
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+ if ( material.isMeshPhongMaterial ||
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+ material.isMeshLambertMaterial ||
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+ material.isMeshBasicMaterial ||
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+ material.isMeshStandardMaterial ||
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+ material.isShaderMaterial ||
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+ material.skinning ) {
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p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
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@@ -1892,11 +1894,11 @@ function WebGLRenderer( parameters ) {
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}
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- if ( ( material && material.isMeshBasicMaterial ) ||
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- ( material && material.isMeshLambertMaterial ) ||
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- ( material && material.isMeshPhongMaterial ) ||
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- ( material && material.isMeshStandardMaterial ) ||
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- ( material && material.isMeshDepthMaterial ) ) {
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+ if ( material.isMeshBasicMaterial ||
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+ material.isMeshLambertMaterial ||
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+ material.isMeshPhongMaterial ||
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+ material.isMeshStandardMaterial ||
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+ material.isMeshDepthMaterial ) {
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refreshUniformsCommon( m_uniforms, material );
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@@ -1904,36 +1906,36 @@ function WebGLRenderer( parameters ) {
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// refresh single material specific uniforms
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- if ( material && material.isLineBasicMaterial ) {
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+ if ( material.isLineBasicMaterial ) {
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refreshUniformsLine( m_uniforms, material );
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- } else if ( material && material.isLineDashedMaterial ) {
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+ } else if ( material.isLineDashedMaterial ) {
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refreshUniformsLine( m_uniforms, material );
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refreshUniformsDash( m_uniforms, material );
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- } else if ( material && material.isPointsMaterial ) {
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+ } else if ( material.isPointsMaterial ) {
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refreshUniformsPoints( m_uniforms, material );
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- } else if ( material && material.isMeshLambertMaterial ) {
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+ } else if ( material.isMeshLambertMaterial ) {
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refreshUniformsLambert( m_uniforms, material );
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- } else if ( material && material.isMeshPhongMaterial ) {
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+ } else if ( material.isMeshPhongMaterial ) {
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refreshUniformsPhong( m_uniforms, material );
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- } else if ( material && material.isMeshPhysicalMaterial ) {
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+ } else if ( material.isMeshPhysicalMaterial ) {
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refreshUniformsPhysical( m_uniforms, material );
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- } else if ( material && material.isMeshStandardMaterial ) {
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+ } else if ( material.isMeshStandardMaterial ) {
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refreshUniformsStandard( m_uniforms, material );
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- } else if ( material && material.isMeshDepthMaterial ) {
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+ } else if ( material.isMeshDepthMaterial ) {
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if ( material.displacementMap ) {
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@@ -1943,7 +1945,7 @@ function WebGLRenderer( parameters ) {
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}
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- } else if ( material && material.isMeshNormalMaterial ) {
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+ } else if ( material.isMeshNormalMaterial ) {
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m_uniforms.opacity.value = material.opacity;
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@@ -2055,7 +2057,7 @@ function WebGLRenderer( parameters ) {
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if ( uvScaleMap !== undefined ) {
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// backwards compatibility
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- if ( (uvScaleMap && uvScaleMap.isWebGLRenderTarget) ) {
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+ if ( uvScaleMap.isWebGLRenderTarget ) {
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uvScaleMap = uvScaleMap.texture;
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@@ -2120,12 +2122,12 @@ function WebGLRenderer( parameters ) {
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uniforms.fogColor.value = fog.color;
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- if ( fog && fog.isFog ) {
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+ if ( fog.isFog ) {
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uniforms.fogNear.value = fog.near;
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uniforms.fogFar.value = fog.far;
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- } else if ( fog && fog.isFogExp2 ) {
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+ } else if ( fog.isFogExp2 ) {
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uniforms.fogDensity.value = fog.density;
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@@ -2323,13 +2325,13 @@ function WebGLRenderer( parameters ) {
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shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
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- if ( light && light.isAmbientLight ) {
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+ if ( light.isAmbientLight ) {
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r += color.r * intensity;
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g += color.g * intensity;
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b += color.b * intensity;
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- } else if ( light && light.isDirectionalLight ) {
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+ } else if ( light.isDirectionalLight ) {
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var uniforms = lightCache.get( light );
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@@ -2353,7 +2355,7 @@ function WebGLRenderer( parameters ) {
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_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
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_lights.directional[ directionalLength ++ ] = uniforms;
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- } else if ( light && light.isSpotLight ) {
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+ } else if ( light.isSpotLight ) {
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var uniforms = lightCache.get( light );
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@@ -2386,7 +2388,7 @@ function WebGLRenderer( parameters ) {
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_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
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_lights.spot[ spotLength ++ ] = uniforms;
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- } else if ( light && light.isPointLight ) {
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+ } else if ( light.isPointLight ) {
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var uniforms = lightCache.get( light );
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@@ -2422,7 +2424,7 @@ function WebGLRenderer( parameters ) {
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_lights.point[ pointLength ++ ] = uniforms;
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- } else if ( light && light.isHemisphereLight ) {
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+ } else if ( light.isHemisphereLight ) {
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var uniforms = lightCache.get( light );
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