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WebGLShadowMap: Clean up (mrdoob#28194)
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src/renderers/webgl/WebGLShadowMap.js

Lines changed: 25 additions & 25 deletions
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@ import { Frustum } from '../../math/Frustum.js';
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import * as vsm from '../shaders/ShaderLib/vsm.glsl.js';
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15-
function WebGLShadowMap( _renderer, _objects, _capabilities ) {
15+
function WebGLShadowMap( renderer, objects, capabilities ) {
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let _frustum = new Frustum();
1818

@@ -26,7 +26,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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_materialCache = {},
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29-
_maxTextureSize = _capabilities.maxTextureSize;
29+
_maxTextureSize = capabilities.maxTextureSize;
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const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };
3232

@@ -76,11 +76,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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if ( lights.length === 0 ) return;
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79-
const currentRenderTarget = _renderer.getRenderTarget();
80-
const activeCubeFace = _renderer.getActiveCubeFace();
81-
const activeMipmapLevel = _renderer.getActiveMipmapLevel();
79+
const currentRenderTarget = renderer.getRenderTarget();
80+
const activeCubeFace = renderer.getActiveCubeFace();
81+
const activeMipmapLevel = renderer.getActiveMipmapLevel();
8282

83-
const _state = _renderer.state;
83+
const _state = renderer.state;
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// Set GL state for depth map.
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_state.setBlending( NoBlending );
@@ -154,8 +154,8 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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}
156156

157-
_renderer.setRenderTarget( shadow.map );
158-
_renderer.clear();
157+
renderer.setRenderTarget( shadow.map );
158+
renderer.clear();
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const viewportCount = shadow.getViewportCount();
161161

@@ -196,13 +196,13 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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scope.needsUpdate = false;
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199-
_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
199+
renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
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};
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function VSMPass( shadow, camera ) {
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205-
const geometry = _objects.update( fullScreenMesh );
205+
const geometry = objects.update( fullScreenMesh );
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if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {
208208

@@ -225,18 +225,18 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
225225
shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
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shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
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shadowMaterialVertical.uniforms.radius.value = shadow.radius;
228-
_renderer.setRenderTarget( shadow.mapPass );
229-
_renderer.clear();
230-
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
228+
renderer.setRenderTarget( shadow.mapPass );
229+
renderer.clear();
230+
renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
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// horizontal pass
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shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
235235
shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
236236
shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
237-
_renderer.setRenderTarget( shadow.map );
238-
_renderer.clear();
239-
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
237+
renderer.setRenderTarget( shadow.map );
238+
renderer.clear();
239+
renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
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241241
}
242242

@@ -254,7 +254,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;
256256

257-
if ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||
257+
if ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||
258258
( material.displacementMap && material.displacementScale !== 0 ) ||
259259
( material.alphaMap && material.alphaTest > 0 ) ||
260260
( material.map && material.alphaTest > 0 ) ) {
@@ -319,7 +319,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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320320
if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
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322-
const materialProperties = _renderer.properties.get( result );
322+
const materialProperties = renderer.properties.get( result );
323323
materialProperties.light = light;
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325325
}
@@ -340,7 +340,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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341341
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
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343-
const geometry = _objects.update( object );
343+
const geometry = objects.update( object );
344344
const material = object.material;
345345

346346
if ( Array.isArray( material ) ) {
@@ -356,11 +356,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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357357
const depthMaterial = getDepthMaterial( object, groupMaterial, light, type );
358358

359-
object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
359+
object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
360360

361-
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
361+
renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
362362

363-
object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
363+
object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
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365365
}
366366

@@ -370,11 +370,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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371371
const depthMaterial = getDepthMaterial( object, material, light, type );
372372

373-
object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
373+
object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
374374

375-
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
375+
renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
376376

377-
object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
377+
object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
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379379
}
380380

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