|
@@ -492,7 +492,7 @@ c.maxInstancedCount&&(c.maxInstancedCount=m.meshPerAttribute*m.count)}}else if(s
|
|
|
k.count)}}else if(void 0!==a&&(l=a[g],void 0!==l))switch(l.length){case 2:s.vertexAttrib2fv(h,l);break;case 3:s.vertexAttrib3fv(h,l);break;case 4:s.vertexAttrib4fv(h,l);break;default:s.vertexAttrib1fv(h,l)}}}S.disableUnusedAttributes()}function c(a,b){return a.object.renderOrder!==b.object.renderOrder?a.object.renderOrder-b.object.renderOrder:a.object.material.id!==b.object.material.id?a.object.material.id-b.object.material.id:a.z!==b.z?a.z-b.z:a.id-b.id}function d(a,b){return a.object.renderOrder!==
|
|
|
b.object.renderOrder?a.object.renderOrder-b.object.renderOrder:a.z!==b.z?b.z-a.z:a.id-b.id}function e(a){if(!0===a.visible){if(!(a instanceof THREE.Scene||a instanceof THREE.Group))if(a instanceof THREE.SkinnedMesh&&a.skeleton.update(),aa.init(a),a instanceof THREE.Light)R.push(a);else if(a instanceof THREE.Sprite)U.push(a);else if(a instanceof THREE.LensFlare)J.push(a);else{var b=aa.objects[a.id];if(b&&(!1===a.frustumCulled||!0===za.intersectsObject(a))){var c=a.material;Z.get(c)&&(c.program=Z.get(c).program);
|
|
|
c.transparent?P.push(b):T.push(b);!0===I.sortObjects&&(ka.setFromMatrixPosition(a.matrixWorld),ka.applyProjection(Ha),b.z=ka.z)}}b=0;for(c=a.children.length;b<c;b++)e(a.children[b])}}function g(a,b,c,d,e){for(var f=e,g=0,h=a.length;g<h;g++){var k=a[g].object,l=k;l._modelViewMatrix.multiplyMatrices(b.matrixWorldInverse,l.matrixWorld);l._normalMatrix.getNormalMatrix(l._modelViewMatrix);null===e&&(f=k.material);if(f instanceof THREE.MeshFaceMaterial)for(var l=f.materials,n=0,m=l.length;n<m;n++)I.renderBufferDirect(b,
|
|
|
-c,d,l[n],k);else I.renderBufferDirect(b,c,d,f,k)}}function f(a,b,c,d,e,f){for(var g=f,h=0,k=a.length;h<k;h++){var l=a[h],n=l.object;!0===n.visible&&(null===f&&(g=l[b]),I.renderImmediateObject(c,d,e,g,n))}}function h(a){k(a);!0===a.transparent?S.setBlending(a.blending,a.blendEquation,a.blendSrc,a.blendDst,a.blendEquationAlpha,a.blendSrcAlpha,a.blendDstAlpha):S.setBlending(THREE.NoBlending);S.setDepthFunc(a.depthFunc);S.setDepthTest(a.depthTest);S.setDepthWrite(a.depthWrite);S.setColorWrite(a.colorWrite);
|
|
|
+c,d,l[n],k);else I.renderBufferDirect(b,c,d,f,k)}}function f(a,b,c,d,e,f){for(var g=f,h=0,k=a.length;h<k;h++){var l=a[h],n=l.object;!0===n.visible&&(null===f&&(g=l[b]),g&&I.renderImmediateObject(c,d,e,g,n))}}function h(a){k(a);!0===a.transparent?S.setBlending(a.blending,a.blendEquation,a.blendSrc,a.blendDst,a.blendEquationAlpha,a.blendSrcAlpha,a.blendDstAlpha):S.setBlending(THREE.NoBlending);S.setDepthFunc(a.depthFunc);S.setDepthTest(a.depthTest);S.setDepthWrite(a.depthWrite);S.setColorWrite(a.colorWrite);
|
|
|
S.setPolygonOffset(a.polygonOffset,a.polygonOffsetFactor,a.polygonOffsetUnits)}function k(a){a.side!==THREE.DoubleSide?S.enable(s.CULL_FACE):S.disable(s.CULL_FACE);S.setFlipSided(a.side===THREE.BackSide)}function l(a,b,c,d,e){var f,g,h,k;Xa=0;var l=Z.get(d);if(d.needsUpdate||!l.program){a:{for(var p=Z.get(d),u=Xb[d.type],w=0,v=0,G=0,A=0,H=0,C=b.length;H<C;H++){var B=b[H];B.onlyShadow||!1===B.visible||(B instanceof THREE.DirectionalLight&&w++,B instanceof THREE.PointLight&&v++,B instanceof THREE.SpotLight&&
|
|
|
G++,B instanceof THREE.HemisphereLight&&A++)}f=w;g=v;h=G;k=A;for(var K,F=0,E=0,L=b.length;E<L;E++){var N=b[E];N.castShadow&&(N instanceof THREE.SpotLight&&F++,N instanceof THREE.DirectionalLight&&!N.shadowCascade&&F++)}K=F;var R;if(fb&&e&&e.skeleton&&e.skeleton.useVertexTexture)R=1024;else{var O=s.getParameter(s.MAX_VERTEX_UNIFORM_VECTORS),J=Math.floor((O-20)/4);void 0!==e&&e instanceof THREE.SkinnedMesh&&(J=Math.min(e.skeleton.bones.length,J),J<e.skeleton.bones.length&&console.warn("WebGLRenderer: too many bones - "+
|
|
|
e.skeleton.bones.length+", this GPU supports just "+J+" (try OpenGL instead of ANGLE)"));R=J}var ma={precision:y,supportsVertexTextures:gb,map:!!d.map,envMap:!!d.envMap,envMapMode:d.envMap&&d.envMap.mapping,lightMap:!!d.lightMap,aoMap:!!d.aoMap,emissiveMap:!!d.emissiveMap,bumpMap:!!d.bumpMap,normalMap:!!d.normalMap,specularMap:!!d.specularMap,alphaMap:!!d.alphaMap,combine:d.combine,vertexColors:d.vertexColors,fog:c,useFog:d.fog,fogExp:c instanceof THREE.FogExp2,flatShading:d.shading===THREE.FlatShading,
|