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WebGLShadowMap: Clean up #28194

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Apr 23, 2024
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50 changes: 25 additions & 25 deletions src/renderers/webgl/WebGLShadowMap.js
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ import { Frustum } from '../../math/Frustum.js';

import * as vsm from '../shaders/ShaderLib/vsm.glsl.js';

function WebGLShadowMap( _renderer, _objects, _capabilities ) {
function WebGLShadowMap( renderer, objects, capabilities ) {

let _frustum = new Frustum();

Expand All @@ -26,7 +26,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {

_materialCache = {},

_maxTextureSize = _capabilities.maxTextureSize;
_maxTextureSize = capabilities.maxTextureSize;

const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };

Expand Down Expand Up @@ -76,11 +76,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {

if ( lights.length === 0 ) return;

const currentRenderTarget = _renderer.getRenderTarget();
const activeCubeFace = _renderer.getActiveCubeFace();
const activeMipmapLevel = _renderer.getActiveMipmapLevel();
const currentRenderTarget = renderer.getRenderTarget();
const activeCubeFace = renderer.getActiveCubeFace();
const activeMipmapLevel = renderer.getActiveMipmapLevel();

const _state = _renderer.state;
const _state = renderer.state;

// Set GL state for depth map.
_state.setBlending( NoBlending );
Expand Down Expand Up @@ -154,8 +154,8 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {

}

_renderer.setRenderTarget( shadow.map );
_renderer.clear();
renderer.setRenderTarget( shadow.map );
renderer.clear();

const viewportCount = shadow.getViewportCount();

Expand Down Expand Up @@ -196,13 +196,13 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {

scope.needsUpdate = false;

_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );

};

function VSMPass( shadow, camera ) {

const geometry = _objects.update( fullScreenMesh );
const geometry = objects.update( fullScreenMesh );

if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {

Expand All @@ -225,18 +225,18 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
shadowMaterialVertical.uniforms.radius.value = shadow.radius;
_renderer.setRenderTarget( shadow.mapPass );
_renderer.clear();
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
renderer.setRenderTarget( shadow.mapPass );
renderer.clear();
renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );

// horizontal pass

shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
_renderer.setRenderTarget( shadow.map );
_renderer.clear();
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
renderer.setRenderTarget( shadow.map );
renderer.clear();
renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );

}

Expand All @@ -254,7 +254,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {

result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;

if ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||
if ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||
( material.displacementMap && material.displacementScale !== 0 ) ||
( material.alphaMap && material.alphaTest > 0 ) ||
( material.map && material.alphaTest > 0 ) ) {
Expand Down Expand Up @@ -319,7 +319,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {

if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {

const materialProperties = _renderer.properties.get( result );
const materialProperties = renderer.properties.get( result );
materialProperties.light = light;

}
Expand All @@ -340,7 +340,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {

object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

const geometry = _objects.update( object );
const geometry = objects.update( object );
const material = object.material;

if ( Array.isArray( material ) ) {
Expand All @@ -356,11 +356,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {

const depthMaterial = getDepthMaterial( object, groupMaterial, light, type );

object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );

_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );

object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );

}

Expand All @@ -370,11 +370,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {

const depthMaterial = getDepthMaterial( object, material, light, type );

object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );

_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );

object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );

}

Expand Down