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@@ -25834,6 +25834,15 @@ class InstancedMesh extends Mesh {
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*/
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this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
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+ /**
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+ * Represents the local transformation of all instances of the previous frame.
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+ * Required for computing velocity. Maintained in {@link InstanceNode}.
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+ *
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+ * @type {?InstancedBufferAttribute}
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+ * @default null
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+ */
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+ this.previousInstanceMatrix = null;
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+
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/**
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* Represents the color of all instances. You have to set its
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* {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
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@@ -25963,6 +25972,8 @@ class InstancedMesh extends Mesh {
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this.instanceMatrix.copy( source.instanceMatrix );
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+ if ( source.previousInstanceMatrix !== null ) this.previousInstanceMatrix = source.previousInstanceMatrix.clone();
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+
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if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
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if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
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@@ -59913,7 +59924,6 @@ const UniformsLib = {
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shadowMapSize: {}
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} },
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- directionalShadowMap: { value: [] },
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directionalShadowMatrix: { value: [] },
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spotLights: { value: [], properties: {
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@@ -59935,7 +59945,6 @@ const UniformsLib = {
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} },
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spotLightMap: { value: [] },
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- spotShadowMap: { value: [] },
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spotLightMatrix: { value: [] },
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pointLights: { value: [], properties: {
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@@ -59955,7 +59964,6 @@ const UniformsLib = {
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shadowCameraFar: {}
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} },
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- pointShadowMap: { value: [] },
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pointShadowMatrix: { value: [] },
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hemisphereLights: { value: [], properties: {
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@@ -68035,10 +68043,10 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
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if ( lights.length === 0 ) return;
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- if ( lights.type === PCFSoftShadowMap ) {
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+ if ( this.type === PCFSoftShadowMap ) {
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warn( 'WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead.' );
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- lights.type = PCFShadowMap;
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+ this.type = PCFShadowMap;
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}
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@@ -76879,12 +76887,9 @@ class WebGLRenderer {
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uniforms.pointLightShadows.value = lights.state.pointShadow;
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uniforms.hemisphereLights.value = lights.state.hemi;
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- uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
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uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
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- uniforms.spotShadowMap.value = lights.state.spotShadowMap;
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uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
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uniforms.spotLightMap.value = lights.state.spotLightMap;
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- uniforms.pointShadowMap.value = lights.state.pointShadowMap;
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uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
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// TODO (abelnation): add area lights shadow info to uniforms
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