@@ -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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- function WebGLShadowMap ( _renderer , _objects , _capabilities ) {
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+ function WebGLShadowMap ( renderer , objects , capabilities ) {
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let _frustum = new Frustum ( ) ;
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@@ -26,7 +26,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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_materialCache = { } ,
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- _maxTextureSize = _capabilities . maxTextureSize ;
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+ _maxTextureSize = capabilities . maxTextureSize ;
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const shadowSide = { [ FrontSide ] : BackSide , [ BackSide ] : FrontSide , [ DoubleSide ] : DoubleSide } ;
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@@ -76,11 +76,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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if ( lights . length === 0 ) return ;
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- const currentRenderTarget = _renderer . getRenderTarget ( ) ;
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- const activeCubeFace = _renderer . getActiveCubeFace ( ) ;
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- const activeMipmapLevel = _renderer . getActiveMipmapLevel ( ) ;
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+ const currentRenderTarget = renderer . getRenderTarget ( ) ;
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+ const activeCubeFace = renderer . getActiveCubeFace ( ) ;
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+ const activeMipmapLevel = renderer . getActiveMipmapLevel ( ) ;
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- const _state = _renderer . state ;
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+ 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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}
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- _renderer . setRenderTarget ( shadow . map ) ;
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- _renderer . clear ( ) ;
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+ renderer . setRenderTarget ( shadow . map ) ;
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+ renderer . clear ( ) ;
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const viewportCount = shadow . getViewportCount ( ) ;
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@@ -196,13 +196,13 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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scope . needsUpdate = false ;
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- _renderer . setRenderTarget ( currentRenderTarget , activeCubeFace , activeMipmapLevel ) ;
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+ renderer . setRenderTarget ( currentRenderTarget , activeCubeFace , activeMipmapLevel ) ;
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} ;
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function VSMPass ( shadow , camera ) {
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- const geometry = _objects . update ( fullScreenMesh ) ;
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+ const geometry = objects . update ( fullScreenMesh ) ;
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if ( shadowMaterialVertical . defines . VSM_SAMPLES !== shadow . blurSamples ) {
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@@ -225,18 +225,18 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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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 ;
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- _renderer . setRenderTarget ( shadow . mapPass ) ;
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- _renderer . clear ( ) ;
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- _renderer . renderBufferDirect ( camera , null , geometry , shadowMaterialVertical , fullScreenMesh , null ) ;
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+ renderer . setRenderTarget ( shadow . mapPass ) ;
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+ renderer . clear ( ) ;
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+ 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 ;
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shadowMaterialHorizontal . uniforms . resolution . value = shadow . mapSize ;
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shadowMaterialHorizontal . uniforms . radius . value = shadow . radius ;
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- _renderer . setRenderTarget ( shadow . map ) ;
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- _renderer . clear ( ) ;
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- _renderer . renderBufferDirect ( camera , null , geometry , shadowMaterialHorizontal , fullScreenMesh , null ) ;
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+ renderer . setRenderTarget ( shadow . map ) ;
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+ renderer . clear ( ) ;
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+ renderer . renderBufferDirect ( camera , null , geometry , shadowMaterialHorizontal , fullScreenMesh , null ) ;
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}
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@@ -254,7 +254,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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result = ( light . isPointLight === true ) ? _distanceMaterial : _depthMaterial ;
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- if ( ( _renderer . localClippingEnabled && material . clipShadows === true && Array . isArray ( material . clippingPlanes ) && material . clippingPlanes . length !== 0 ) ||
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+ if ( ( renderer . localClippingEnabled && material . clipShadows === true && Array . isArray ( material . clippingPlanes ) && material . clippingPlanes . length !== 0 ) ||
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( material . displacementMap && material . displacementScale !== 0 ) ||
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( material . alphaMap && material . alphaTest > 0 ) ||
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( material . map && material . alphaTest > 0 ) ) {
@@ -319,7 +319,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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if ( light . isPointLight === true && result . isMeshDistanceMaterial === true ) {
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- const materialProperties = _renderer . properties . get ( result ) ;
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+ const materialProperties = renderer . properties . get ( result ) ;
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materialProperties . light = light ;
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}
@@ -340,7 +340,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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object . modelViewMatrix . multiplyMatrices ( shadowCamera . matrixWorldInverse , object . matrixWorld ) ;
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- const geometry = _objects . update ( object ) ;
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+ const geometry = objects . update ( object ) ;
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const material = object . material ;
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if ( Array . isArray ( material ) ) {
@@ -356,11 +356,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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const depthMaterial = getDepthMaterial ( object , groupMaterial , light , type ) ;
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- object . onBeforeShadow ( _renderer , object , camera , shadowCamera , geometry , depthMaterial , group ) ;
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+ object . onBeforeShadow ( renderer , object , camera , shadowCamera , geometry , depthMaterial , group ) ;
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- _renderer . renderBufferDirect ( shadowCamera , null , geometry , depthMaterial , object , group ) ;
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+ renderer . renderBufferDirect ( shadowCamera , null , geometry , depthMaterial , object , group ) ;
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- object . onAfterShadow ( _renderer , object , camera , shadowCamera , geometry , depthMaterial , group ) ;
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+ object . onAfterShadow ( renderer , object , camera , shadowCamera , geometry , depthMaterial , group ) ;
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}
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@@ -370,11 +370,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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const depthMaterial = getDepthMaterial ( object , material , light , type ) ;
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- object . onBeforeShadow ( _renderer , object , camera , shadowCamera , geometry , depthMaterial , null ) ;
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+ object . onBeforeShadow ( renderer , object , camera , shadowCamera , geometry , depthMaterial , null ) ;
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- _renderer . renderBufferDirect ( shadowCamera , null , geometry , depthMaterial , object , null ) ;
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+ renderer . renderBufferDirect ( shadowCamera , null , geometry , depthMaterial , object , null ) ;
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- object . onAfterShadow ( _renderer , object , camera , shadowCamera , geometry , depthMaterial , null ) ;
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+ object . onAfterShadow ( renderer , object , camera , shadowCamera , geometry , depthMaterial , null ) ;
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}
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