From bfceae1655d60e310f9f4199bcf7e2e4b8a2aeda Mon Sep 17 00:00:00 2001 From: "Mr.doob" Date: Thu, 31 Mar 2011 07:42:30 +0100 Subject: [PATCH] Minor formating clean up. --- src/renderers/WebGLRenderer.js | 41 +++++++++++++++------------------- 1 file changed, 18 insertions(+), 23 deletions(-) diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js index fc05a520..1e30968f 100644 --- a/src/renderers/WebGLRenderer.js +++ b/src/renderers/WebGLRenderer.js @@ -96,55 +96,53 @@ THREE.WebGLRenderer = function ( parameters ) { // prepare stencil shadow polygon - if( stencil ) { - + if ( stencil ) { + var _stencilShadow = {}; - + _stencilShadow.vertices = new Float32Array( 12 ); _stencilShadow.faces = new Uint16Array( 6 ); _stencilShadow.darkness = 0.5; - + _stencilShadow.vertices[ 0 * 3 + 0 ] = -2; _stencilShadow.vertices[ 0 * 3 + 1 ] = -1; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1; _stencilShadow.vertices[ 1 * 3 + 0 ] = 2; _stencilShadow.vertices[ 1 * 3 + 1 ] = -1; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1; _stencilShadow.vertices[ 2 * 3 + 0 ] = 2; _stencilShadow.vertices[ 2 * 3 + 1 ] = 1; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1; _stencilShadow.vertices[ 3 * 3 + 0 ] = -2; _stencilShadow.vertices[ 3 * 3 + 1 ] = 1; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1; - + _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2; _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3; - - + _stencilShadow.vertexBuffer = _gl.createBuffer(); _stencilShadow.elementBuffer = _gl.createBuffer(); - + _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW ); - + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer ); _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW ); - - + _stencilShadow.program = _gl.createProgram(); - + _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader )); _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader )); - + _gl.linkProgram( _stencilShadow.program ); - + _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" ); _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" ); _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" ); } - - + + // prepare lens flare - + var _lensFlare = {}; var i; - + _lensFlare.vertices = new Float32Array( 8 + 8 ); _lensFlare.faces = new Uint16Array( 6 ); _lensFlare.transparency = 0.5; - + i = 0; _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc. @@ -163,7 +161,7 @@ THREE.WebGLRenderer = function ( parameters ) { _lensFlare.elementBuffer = _gl.createBuffer(); _lensFlare.tempTexture = _gl.createTexture(); _lensFlare.readBackPixels = new Uint8Array( 16*16*4 ); - + _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW ); @@ -177,7 +175,6 @@ THREE.WebGLRenderer = function ( parameters ) { _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); - _lensFlare.program = _gl.createProgram(); _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader )); @@ -197,8 +194,6 @@ THREE.WebGLRenderer = function ( parameters ) { _lensFlare.uniforms.renderPink = _gl.getUniformLocation( _lensFlare.program, "renderPink" ); - - this.setSize = function ( width, height ) { _canvas.width = width;