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- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.WebGLRenderer = function ( scene ) {
- // Currently you can use just up to 4 directional / point lights total.
- // Chrome barfs on shader linking when there are more than 4 lights :(
- // The problem comes from shader using too many varying vectors.
- // This is not GPU limitation as the same shader works ok in Firefox
- // or Chrome with "--use-gl=desktop" flag.
-
- // This difference comes from Chrome on Windows using by default ANGLE,
- // thus going DirectX9 route (while FF uses OpenGL).
-
- // See http://code.google.com/p/chromium/issues/detail?id=63491
- var _canvas = document.createElement( 'canvas' ), _gl, _program,
- _modelViewMatrix = new THREE.Matrix4(), _normalMatrix,
- // material constants used in shader
-
- BASIC = 0, LAMBERT = 1, PHONG = 2, DEPTH = 3, NORMAL = 4, CUBE = 5,
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
- maxLightCount = allocateLights( scene, 4 );
- this.domElement = _canvas;
- this.autoClear = true;
- initGL();
- initProgram( maxLightCount.directional, maxLightCount.point );
- //alert( dumpObject( getGLParams() ) );
- this.setSize = function ( width, height ) {
- _canvas.width = width;
- _canvas.height = height;
- _gl.viewport( 0, 0, _canvas.width, _canvas.height );
- };
- this.clear = function () {
- _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
- };
- this.setupLights = function ( scene ) {
- var l, ll, light, r, g, b,
- ambientLights = [], pointLights = [], directionalLights = [],
- colors = [], positions = [];
- _gl.uniform1i( _program.enableLighting, scene.lights.length );
- for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
- light = scene.lights[ l ];
- if ( light instanceof THREE.AmbientLight ) {
- ambientLights.push( light );
- } else if ( light instanceof THREE.DirectionalLight ) {
- directionalLights.push( light );
- } else if( light instanceof THREE.PointLight ) {
- pointLights.push( light );
- }
- }
- // sum all ambient lights
- r = g = b = 0.0;
- for ( l = 0, ll = ambientLights.length; l < ll; l++ ) {
- r += ambientLights[ l ].color.r;
- g += ambientLights[ l ].color.g;
- b += ambientLights[ l ].color.b;
- }
- _gl.uniform3f( _program.ambientLightColor, r, g, b );
- // pass directional lights as float arrays
- colors = []; positions = [];
- for ( l = 0, ll = directionalLights.length; l < ll; l++ ) {
- light = directionalLights[ l ];
- colors.push( light.color.r * light.intensity );
- colors.push( light.color.g * light.intensity );
- colors.push( light.color.b * light.intensity );
- positions.push( light.position.x );
- positions.push( light.position.y );
- positions.push( light.position.z );
- }
- if ( directionalLights.length ) {
- _gl.uniform1i( _program.directionalLightNumber, directionalLights.length );
- _gl.uniform3fv( _program.directionalLightDirection, positions );
- _gl.uniform3fv( _program.directionalLightColor, colors );
- }
- // pass point lights as float arrays
- colors = []; positions = [];
- for ( l = 0, ll = pointLights.length; l < ll; l++ ) {
- light = pointLights[ l ];
- colors.push( light.color.r * light.intensity );
- colors.push( light.color.g * light.intensity );
- colors.push( light.color.b * light.intensity );
- positions.push( light.position.x );
- positions.push( light.position.y );
- positions.push( light.position.z );
- }
- if ( pointLights.length ) {
- _gl.uniform1i( _program.pointLightNumber, pointLights.length );
- _gl.uniform3fv( _program.pointLightPosition, positions );
- _gl.uniform3fv( _program.pointLightColor, colors );
- }
- };
-
- this.createBuffers = function ( object, mf ) {
- var f, fl, fi, face, vertexNormals, normal, uv, v1, v2, v3, v4, m, ml, i,
- faceArray = [],
- lineArray = [],
- vertexArray = [],
- normalArray = [],
- uvArray = [],
- vertexIndex = 0,
- materialFaceGroup = object.materialFaceGroup[ mf ],
- needsSmoothNormals = bufferNeedsSmoothNormals ( materialFaceGroup, object );
- for ( f = 0, fl = materialFaceGroup.faces.length; f < fl; f++ ) {
- fi = materialFaceGroup.faces[f];
- face = object.geometry.faces[ fi ];
- vertexNormals = face.vertexNormals;
- faceNormal = face.normal;
- uv = object.geometry.uvs[ fi ];
- if ( face instanceof THREE.Face3 ) {
- v1 = object.geometry.vertices[ face.a ].position;
- v2 = object.geometry.vertices[ face.b ].position;
- v3 = object.geometry.vertices[ face.c ].position;
- vertexArray.push( v1.x, v1.y, v1.z );
- vertexArray.push( v2.x, v2.y, v2.z );
- vertexArray.push( v3.x, v3.y, v3.z );
- if ( vertexNormals.length == 3 && needsSmoothNormals ) {
- for ( i = 0; i < 3; i ++ ) {
- normalArray.push( vertexNormals[ i ].x, vertexNormals[ i ].y, vertexNormals[ i ].z );
- }
- } else {
- for ( i = 0; i < 3; i ++ ) {
- normalArray.push( faceNormal.x, faceNormal.y, faceNormal.z );
- }
- }
- if ( uv ) {
- for ( i = 0; i < 3; i ++ ) {
- uvArray.push( uv[ i ].u, uv[ i ].v );
-
- }
- }
- faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
- // TODO: don't add lines that already exist (faces sharing edge)
- lineArray.push( vertexIndex, vertexIndex + 1 );
- lineArray.push( vertexIndex, vertexIndex + 2 );
- lineArray.push( vertexIndex + 1, vertexIndex + 2 );
- vertexIndex += 3;
- } else if ( face instanceof THREE.Face4 ) {
- v1 = object.geometry.vertices[ face.a ].position;
- v2 = object.geometry.vertices[ face.b ].position;
- v3 = object.geometry.vertices[ face.c ].position;
- v4 = object.geometry.vertices[ face.d ].position;
- vertexArray.push( v1.x, v1.y, v1.z );
- vertexArray.push( v2.x, v2.y, v2.z );
- vertexArray.push( v3.x, v3.y, v3.z );
- vertexArray.push( v4.x, v4.y, v4.z );
- if ( vertexNormals.length == 4 && needsSmoothNormals ) {
- for ( i = 0; i < 4; i ++ ) {
- normalArray.push( vertexNormals[ i ].x, vertexNormals[ i ].y, vertexNormals[ i ].z );
- }
- } else {
- for ( i = 0; i < 4; i ++ ) {
- normalArray.push( faceNormal.x, faceNormal.y, faceNormal.z );
- }
- }
- if ( uv ) {
- for ( i = 0; i < 4; i ++ ) {
- uvArray.push( uv[ i ].u, uv[ i ].v );
-
- }
- }
- faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
- faceArray.push( vertexIndex, vertexIndex + 2, vertexIndex + 3 );
- // TODO: don't add lines that already exist (faces sharing edge)
- lineArray.push( vertexIndex, vertexIndex + 1 );
- lineArray.push( vertexIndex, vertexIndex + 2 );
- lineArray.push( vertexIndex, vertexIndex + 3 );
- lineArray.push( vertexIndex + 1, vertexIndex + 2 );
- lineArray.push( vertexIndex + 2, vertexIndex + 3 );
- vertexIndex += 4;
- }
- }
- if ( !vertexArray.length ) {
- return;
- }
- materialFaceGroup.__webGLVertexBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );
- materialFaceGroup.__webGLNormalBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );
- materialFaceGroup.__webGLUVBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLUVBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( uvArray ), _gl.STATIC_DRAW );
- materialFaceGroup.__webGLFaceBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFaceGroup.__webGLFaceBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW );
- materialFaceGroup.__webGLLineBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFaceGroup.__webGLLineBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( lineArray ), _gl.STATIC_DRAW );
- materialFaceGroup.__webGLFaceCount = faceArray.length;
- materialFaceGroup.__webGLLineCount = lineArray.length;
- };
- this.renderBuffer = function ( material, materialFaceGroup ) {
- var mColor, mOpacity, mReflectivity,
- mWireframe, mLineWidth, mBlending,
- mAmbient, mSpecular, mShininess,
- mMap, envMap, mixEnvMap,
- mRefractionRatio, useRefract;
-
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshBasicMaterial ) {
- mColor = material.color;
- mOpacity = material.opacity;
- mWireframe = material.wireframe;
- mLineWidth = material.wireframe_linewidth;
- mBlending = material.blending;
- mMap = material.map;
- envMap = material.env_map;
- mixEnvMap = material.combine == THREE.Mix;
- mReflectivity = material.reflectivity;
- useRefract = material.env_map && material.env_map.mapping == THREE.RefractionMapping;
- mRefractionRatio = material.refraction_ratio;
- _gl.uniform4f( _program.mColor, mColor.r * mOpacity, mColor.g * mOpacity, mColor.b * mOpacity, mOpacity );
- _gl.uniform1i( _program.mixEnvMap, mixEnvMap );
- _gl.uniform1f( _program.mReflectivity, mReflectivity );
- _gl.uniform1i( _program.useRefract, useRefract );
- _gl.uniform1f( _program.mRefractionRatio, mRefractionRatio );
- }
- if ( material instanceof THREE.MeshNormalMaterial ) {
- mOpacity = material.opacity;
- mBlending = material.blending;
- _gl.uniform1f( _program.mOpacity, mOpacity );
- _gl.uniform1i( _program.material, NORMAL );
- } else if ( material instanceof THREE.MeshDepthMaterial ) {
- mOpacity = material.opacity;
- mWireframe = material.wireframe;
- mLineWidth = material.wireframe_linewidth;
- _gl.uniform1f( _program.mOpacity, mOpacity );
- _gl.uniform1f( _program.m2Near, material.__2near );
- _gl.uniform1f( _program.mFarPlusNear, material.__farPlusNear );
- _gl.uniform1f( _program.mFarMinusNear, material.__farMinusNear );
- _gl.uniform1i( _program.material, DEPTH );
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
- mAmbient = material.ambient;
- mSpecular = material.specular;
- mShininess = material.shininess;
- _gl.uniform4f( _program.mAmbient, mAmbient.r, mAmbient.g, mAmbient.b, mOpacity );
- _gl.uniform4f( _program.mSpecular, mSpecular.r, mSpecular.g, mSpecular.b, mOpacity );
- _gl.uniform1f( _program.mShininess, mShininess );
- _gl.uniform1i( _program.material, PHONG );
- } else if ( material instanceof THREE.MeshLambertMaterial ) {
- _gl.uniform1i( _program.material, LAMBERT );
- } else if ( material instanceof THREE.MeshBasicMaterial ) {
- _gl.uniform1i( _program.material, BASIC );
- } else if ( material instanceof THREE.MeshCubeMaterial ) {
- _gl.uniform1i( _program.material, CUBE );
- envMap = material.env_map;
- }
-
- if ( mMap ) {
- if ( !material.map.__webGLTexture && material.map.image.loaded ) {
- material.map.__webGLTexture = _gl.createTexture();
- _gl.bindTexture( _gl.TEXTURE_2D, material.map.__webGLTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, material.map.image );
-
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( material.map.wrap_s ) );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( material.map.wrap_t ) );
-
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
- _gl.generateMipmap( _gl.TEXTURE_2D );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- }
- _gl.activeTexture( _gl.TEXTURE0 );
- _gl.bindTexture( _gl.TEXTURE_2D, material.map.__webGLTexture );
- _gl.uniform1i( _program.tMap, 0 );
- _gl.uniform1i( _program.enableMap, 1 );
- } else {
- _gl.uniform1i( _program.enableMap, 0 );
- }
- if ( envMap ) {
- if ( material.env_map && material.env_map instanceof THREE.TextureCube &&
- material.env_map.image.length == 6 ) {
- if ( !material.env_map.image.__webGLTextureCube &&
- !material.env_map.image.__cubeMapInitialized && material.env_map.image.loadCount == 6 ) {
- material.env_map.image.__webGLTextureCube = _gl.createTexture();
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, material.env_map.image.__webGLTextureCube );
- _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
- _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
- for ( var i = 0; i < 6; ++i ) {
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, material.env_map.image[ i ] );
- }
- _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- material.env_map.image.__cubeMapInitialized = true;
- }
- _gl.activeTexture( _gl.TEXTURE1 );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, material.env_map.image.__webGLTextureCube );
- _gl.uniform1i( _program.tCube, 1 );
- }
- _gl.uniform1i( _program.enableCubeMap, 1 );
- } else {
- _gl.uniform1i( _program.enableCubeMap, 0 );
- }
- // vertices
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLVertexBuffer );
- _gl.vertexAttribPointer( _program.position, 3, _gl.FLOAT, false, 0, 0 );
- // normals
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLNormalBuffer );
- _gl.vertexAttribPointer( _program.normal, 3, _gl.FLOAT, false, 0, 0 );
- // uvs
- if ( mMap ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFaceGroup.__webGLUVBuffer );
- _gl.enableVertexAttribArray( _program.uv );
- _gl.vertexAttribPointer( _program.uv, 2, _gl.FLOAT, false, 0, 0 );
- } else {
- _gl.disableVertexAttribArray( _program.uv );
- }
- // render triangles
- if ( ! mWireframe ) {
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFaceGroup.__webGLFaceBuffer );
- _gl.drawElements( _gl.TRIANGLES, materialFaceGroup.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
- // render lines
- } else {
- _gl.lineWidth( mLineWidth );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFaceGroup.__webGLLineBuffer );
- _gl.drawElements( _gl.LINES, materialFaceGroup.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
- }
- };
- this.renderPass = function ( object, materialFaceGroup, blending, transparent ) {
- var i, l, m, ml, material, meshMaterial;
- for ( m = 0, ml = object.material.length; m < ml; m++ ) {
- meshMaterial = object.material[ m ];
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
- for ( i = 0, l = materialFaceGroup.material.length; i < l; i++ ) {
- material = materialFaceGroup.material[ i ];
- if ( material && material.blending == blending && ( material.opacity < 1.0 == transparent ) ) {
- this.setBlending( material.blending );
- this.renderBuffer( material, materialFaceGroup );
- }
- }
- } else {
- material = meshMaterial;
- if ( material && material.blending == blending && ( material.opacity < 1.0 == transparent ) ) {
- this.setBlending( material.blending );
- this.renderBuffer( material, materialFaceGroup );
- }
- }
- }
- };
- this.render = function( scene, camera ) {
- var o, ol;
- this.initWebGLObjects( scene );
- if ( this.autoClear ) {
- this.clear();
- }
- camera.autoUpdateMatrix && camera.updateMatrix();
- _gl.uniform3f( _program.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
- this.setupLights( scene );
- // opaque pass
- for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) {
- webGLObject = scene.__webGLObjects[ o ];
-
- if ( webGLObject.__object.visible ) {
- this.setupMatrices( webGLObject.__object, camera );
- this.renderPass( webGLObject.__object, webGLObject, THREE.NormalBlending, false );
-
- }
- }
- // transparent pass
- for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) {
- webGLObject = scene.__webGLObjects[ o ];
- if ( webGLObject.__object.visible ) {
-
- this.setupMatrices( webGLObject.__object, camera );
- // opaque blended materials
-
- this.renderPass( webGLObject.__object, webGLObject, THREE.AdditiveBlending, false );
- this.renderPass( webGLObject.__object, webGLObject, THREE.SubtractiveBlending, false );
-
- // transparent blended materials
-
- this.renderPass( webGLObject.__object, webGLObject, THREE.AdditiveBlending, true );
- this.renderPass( webGLObject.__object, webGLObject, THREE.SubtractiveBlending, true );
- // transparent normal materials
-
- this.renderPass( webGLObject.__object, webGLObject, THREE.NormalBlending, true );
-
- }
- }
- };
- this.initWebGLObjects = function( scene ) {
- var o, ol, object, mf, materialFaceGroup;
- if ( !scene.__webGLObjects ) {
- scene.__webGLObjects = [];
- }
- for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
- object = scene.objects[ o ];
- if ( object instanceof THREE.Mesh ) {
- // create separate VBOs per material
- for ( mf in object.materialFaceGroup ) {
- materialFaceGroup = object.materialFaceGroup[ mf ];
- // initialise buffers on the first access
- if( ! materialFaceGroup.__webGLVertexBuffer ) {
- this.createBuffers( object, mf );
- materialFaceGroup.__object = object;
- scene.__webGLObjects.push( materialFaceGroup );
- }
- }
- }/* else if ( object instanceof THREE.Line ) {
- } else if ( object instanceof THREE.Particle ) {
- }*/
- }
- };
- this.removeObject = function ( scene, object ) {
- var o, ol, zobject;
-
- for ( o = scene.__webGLObjects.length - 1; o >= 0; o-- ) {
-
- zobject = scene.__webGLObjects[ o ].__object;
-
- if ( object == zobject ) {
- scene.__webGLObjects.splice( o, 1 );
- }
-
- }
-
- };
- this.setupMatrices = function ( object, camera ) {
- object.autoUpdateMatrix && object.updateMatrix();
- _modelViewMatrix.multiply( camera.matrix, object.matrix );
- _program.viewMatrixArray = new Float32Array( camera.matrix.flatten() );
- _program.modelViewMatrixArray = new Float32Array( _modelViewMatrix.flatten() );
- _program.projectionMatrixArray = new Float32Array( camera.projectionMatrix.flatten() );
- _normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix ).transpose();
- _program.normalMatrixArray = new Float32Array( _normalMatrix.m );
- _gl.uniformMatrix4fv( _program.viewMatrix, false, _program.viewMatrixArray );
- _gl.uniformMatrix4fv( _program.modelViewMatrix, false, _program.modelViewMatrixArray );
- _gl.uniformMatrix4fv( _program.projectionMatrix, false, _program.projectionMatrixArray );
- _gl.uniformMatrix3fv( _program.normalMatrix, false, _program.normalMatrixArray );
- _gl.uniformMatrix4fv( _program.objMatrix, false, new Float32Array( object.matrix.flatten() ) );
- };
- this.setBlending = function( blending ) {
- switch ( blending ) {
- case THREE.AdditiveBlending:
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ONE, _gl.ONE );
- break;
- case THREE.SubtractiveBlending:
- //_gl.blendEquation( _gl.FUNC_SUBTRACT );
- _gl.blendFunc( _gl.DST_COLOR, _gl.ZERO );
- break;
- default:
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- break;
- }
- };
- this.setFaceCulling = function( cullFace, frontFace ) {
- if ( cullFace ) {
- if ( !frontFace || frontFace == "ccw" ) {
- _gl.frontFace( _gl.CCW );
- } else {
- _gl.frontFace( _gl.CW );
- }
- if( cullFace == "back" ) {
- _gl.cullFace( _gl.BACK );
- } else if( cullFace == "front" ) {
- _gl.cullFace( _gl.FRONT );
- } else {
- _gl.cullFace( _gl.FRONT_AND_BACK );
- }
- _gl.enable( _gl.CULL_FACE );
- } else {
- _gl.disable( _gl.CULL_FACE );
- }
- };
- function initGL() {
- try {
- _gl = _canvas.getContext( 'experimental-webgl', { antialias: true} );
- } catch(e) { }
- if (!_gl) {
- alert("WebGL not supported");
- throw "cannot create webgl context";
- }
- _gl.clearColor( 0, 0, 0, 1 );
- _gl.clearDepth( 1 );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthFunc( _gl.LEQUAL );
- _gl.frontFace( _gl.CCW );
- _gl.cullFace( _gl.BACK );
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.BLEND );
- //_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
- //_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); // cool!
- _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- _gl.clearColor( 0, 0, 0, 0 );
- };
- function generateFragmentShader( maxDirLights, maxPointLights ) {
- var chunks = [
- "#ifdef GL_ES",
- "precision highp float;",
- "#endif",
- maxDirLights ? "#define MAX_DIR_LIGHTS " + maxDirLights : "",
- maxPointLights ? "#define MAX_POINT_LIGHTS " + maxPointLights : "",
- "uniform int material;", // 0 - Basic, 1 - Lambert, 2 - Phong, 3 - Depth, 4 - Normal, 5 - Cube
- "uniform bool enableMap;",
- "uniform bool enableCubeMap;",
- "uniform bool mixEnvMap;",
- "uniform samplerCube tCube;",
- "uniform float mReflectivity;",
- "uniform sampler2D tMap;",
- "uniform vec4 mColor;",
- "uniform float mOpacity;",
- "uniform vec4 mAmbient;",
- "uniform vec4 mSpecular;",
- "uniform float mShininess;",
- "uniform float m2Near;",
- "uniform float mFarPlusNear;",
- "uniform float mFarMinusNear;",
- "uniform int pointLightNumber;",
- "uniform int directionalLightNumber;",
- maxDirLights ? "uniform mat4 viewMatrix;" : "",
- maxDirLights ? "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];" : "",
- "varying vec3 vNormal;",
- "varying vec2 vUv;",
- "varying vec3 vLightWeighting;",
- maxPointLights ? "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];" : "",
- "varying vec3 vViewPosition;",
- "varying vec3 vReflect;",
- "uniform vec3 cameraPosition;",
- "void main() {",
- "vec4 mapColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
- "vec4 cubeColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
- // diffuse map
- "if ( enableMap ) {",
- "mapColor = texture2D( tMap, vUv );",
- "}",
- // cube map
- "if ( enableCubeMap ) {",
- // "cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
- "cubeColor.r = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) ).r;",
- "cubeColor.g = textureCube( tCube, vec3( -vReflect.x + 0.005, vReflect.yz ) ).g;",
- "cubeColor.b = textureCube( tCube, vec3( -vReflect.x + 0.01, vReflect.yz ) ).b;",
- "}",
- // Cube
- "if ( material == 5 ) { ",
- "vec3 wPos = cameraPosition - vViewPosition;",
- "gl_FragColor = textureCube( tCube, vec3( -wPos.x, wPos.yz ) );",
- // Normals
- "} else if ( material == 4 ) { ",
- "gl_FragColor = vec4( 0.5*normalize( vNormal ) + vec3(0.5, 0.5, 0.5), mOpacity );",
- // Depth
- "} else if ( material == 3 ) { ",
- // this breaks shader validation in Chrome 9.0.576.0 dev
- // and also latest continuous build Chromium 9.0.583.0 (66089)
- // (curiously it works in Chrome 9.0.576.0 canary build and Firefox 4b7)
- //"float w = 1.0 - ( m2Near / ( mFarPlusNear - gl_FragCoord.z * mFarMinusNear ) );",
- "float w = 0.5;",
- "gl_FragColor = vec4( w, w, w, mOpacity );",
- // Blinn-Phong
- // based on o3d example
- "} else if ( material == 2 ) { ",
- "vec3 normal = normalize( vNormal );",
- "vec3 viewPosition = normalize( vViewPosition );",
- // point lights
- maxPointLights ? "vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );" : "",
- maxPointLights ? "vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );" : "",
- maxPointLights ? "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {" : "",
- maxPointLights ? "vec3 pointVector = normalize( vPointLightVector[ i ] );" : "",
- maxPointLights ? "vec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );" : "",
- maxPointLights ? "float pointDotNormalHalf = dot( normal, pointHalfVector );" : "",
- maxPointLights ? "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );" : "",
- // Ternary conditional is from the original o3d shader. Here it produces abrupt dark cutoff artefacts.
- // Using just pow works ok in Chrome, but makes different artefact in Firefox 4.
- // Zeroing on negative pointDotNormalHalf seems to work in both.
- //"float specularCompPoint = dot( normal, pointVector ) < 0.0 || pointDotNormalHalf < 0.0 ? 0.0 : pow( pointDotNormalHalf, mShininess );",
- //"float specularCompPoint = pow( pointDotNormalHalf, mShininess );",
- //"float pointSpecularWeight = pointDotNormalHalf < 0.0 ? 0.0 : pow( pointDotNormalHalf, mShininess );",
- // Ternary conditional inside for loop breaks Chrome shader linking.
- // Must do it with if.
- maxPointLights ? "float pointSpecularWeight = 0.0;" : "",
- maxPointLights ? "if ( pointDotNormalHalf >= 0.0 )" : "",
- maxPointLights ? "pointSpecularWeight = pow( pointDotNormalHalf, mShininess );" : "",
- maxPointLights ? "pointDiffuse += mColor * pointDiffuseWeight;" : "",
- maxPointLights ? "pointSpecular += mSpecular * pointSpecularWeight;" : "",
- maxPointLights ? "}" : "",
- // directional lights
- maxDirLights ? "vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );" : "",
- maxDirLights ? "vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );" : "",
- maxDirLights ? "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {" : "",
- maxDirLights ? "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );" : "",
- maxDirLights ? "vec3 dirVector = normalize( lDirection.xyz );" : "",
- maxDirLights ? "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );" : "",
- maxDirLights ? "float dirDotNormalHalf = dot( normal, dirHalfVector );" : "",
- maxDirLights ? "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );" : "",
- maxDirLights ? "float dirSpecularWeight = 0.0;" : "",
- maxDirLights ? "if ( dirDotNormalHalf >= 0.0 )" : "",
- maxDirLights ? "dirSpecularWeight = pow( dirDotNormalHalf, mShininess );" : "",
- maxDirLights ? "dirDiffuse += mColor * dirDiffuseWeight;" : "",
- maxDirLights ? "dirSpecular += mSpecular * dirSpecularWeight;" : "",
- maxDirLights ? "}" : "",
- // all lights contribution summation
- "vec4 totalLight = mAmbient;",
- maxDirLights ? "totalLight += dirDiffuse + dirSpecular;" : "",
- maxPointLights ? "totalLight += pointDiffuse + pointSpecular;" : "",
- // looks nicer with weighting
- "if ( mixEnvMap ) {",
- "gl_FragColor = vec4( mix( mapColor.rgb * totalLight.xyz * vLightWeighting, cubeColor.rgb, mReflectivity ), mapColor.a );",
- "} else {",
- "gl_FragColor = vec4( mapColor.rgb * cubeColor.rgb * totalLight.xyz * vLightWeighting, mapColor.a );",
- "}",
- // Lambert: diffuse lighting
- "} else if ( material == 1 ) {",
- "if ( mixEnvMap ) {",
- "gl_FragColor = vec4( mix( mColor.rgb * mapColor.rgb * vLightWeighting, cubeColor.rgb, mReflectivity ), mColor.a * mapColor.a );",
- "} else {",
- "gl_FragColor = vec4( mColor.rgb * mapColor.rgb * cubeColor.rgb * vLightWeighting, mColor.a * mapColor.a );",
- "}",
- // Basic: unlit color / texture
- "} else {",
- "if ( mixEnvMap ) {",
- "gl_FragColor = mix( mColor * mapColor, cubeColor, mReflectivity );",
- "} else {",
- "gl_FragColor = mColor * mapColor * cubeColor;",
- "}",
- "}",
- "}" ];
- return chunks.join("\n");
- };
- function generateVertexShader( maxDirLights, maxPointLights ) {
- var chunks = [
- maxDirLights ? "#define MAX_DIR_LIGHTS " + maxDirLights : "",
- maxPointLights ? "#define MAX_POINT_LIGHTS " + maxPointLights : "",
- "attribute vec3 position;",
- "attribute vec3 normal;",
- "attribute vec2 uv;",
- "uniform vec3 cameraPosition;",
- "uniform bool enableLighting;",
- "uniform bool useRefract;",
- "uniform int pointLightNumber;",
- "uniform int directionalLightNumber;",
- "uniform vec3 ambientLightColor;",
- maxDirLights ? "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];" : "",
- maxDirLights ? "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];" : "",
- maxPointLights ? "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];" : "",
- maxPointLights ? "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];" : "",
- "uniform mat4 objMatrix;",
- "uniform mat4 viewMatrix;",
- "uniform mat4 modelViewMatrix;",
- "uniform mat4 projectionMatrix;",
- "uniform mat3 normalMatrix;",
- "varying vec3 vNormal;",
- "varying vec2 vUv;",
- "varying vec3 vLightWeighting;",
- maxPointLights ? "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];" : "",
- "varying vec3 vViewPosition;",
- "varying vec3 vReflect;",
- "uniform float mRefractionRatio;",
- "void main(void) {",
- // world space
- "vec4 mPosition = objMatrix * vec4( position, 1.0 );",
- "vViewPosition = cameraPosition - mPosition.xyz;",
- // this doesn't work on Mac
- //"vec3 nWorld = mat3(objMatrix) * normal;",
- "vec3 nWorld = mat3( objMatrix[0].xyz, objMatrix[1].xyz, objMatrix[2].xyz ) * normal;",
- // eye space
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vec3 transformedNormal = normalize( normalMatrix * normal );",
- "if ( !enableLighting ) {",
- "vLightWeighting = vec3( 1.0, 1.0, 1.0 );",
- "} else {",
- "vLightWeighting = ambientLightColor;",
- // directional lights
- maxDirLights ? "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {" : "",
- maxDirLights ? "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );" : "",
- maxDirLights ? "float directionalLightWeighting = max( dot( transformedNormal, normalize(lDirection.xyz ) ), 0.0 );" : "",
- maxDirLights ? "vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;" : "",
- maxDirLights ? "}" : "",
- // point lights
- maxPointLights ? "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {" : "",
- maxPointLights ? "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );" : "",
- maxPointLights ? "vPointLightVector[ i ] = normalize( lPosition.xyz - mvPosition.xyz );" : "",
- maxPointLights ? "float pointLightWeighting = max( dot( transformedNormal, vPointLightVector[ i ] ), 0.0 );" : "",
- maxPointLights ? "vLightWeighting += pointLightColor[ i ] * pointLightWeighting;" : "",
- maxPointLights ? "}" : "",
- "}",
- "vNormal = transformedNormal;",
- "vUv = uv;",
- "if ( useRefract ) {",
- "vReflect = refract( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz), mRefractionRatio );",
- "} else {",
- "vReflect = reflect( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz) );",
- "}",
- "gl_Position = projectionMatrix * mvPosition;",
- "}" ];
- return chunks.join("\n");
- };
- function initProgram( maxDirLights, maxPointLights ) {
- _program = _gl.createProgram();
- //log ( generateVertexShader( maxDirLights, maxPointLights ) );
- //log ( generateFragmentShader( maxDirLights, maxPointLights ) );
- _gl.attachShader( _program, getShader( "fragment", generateFragmentShader( maxDirLights, maxPointLights ) ) );
- _gl.attachShader( _program, getShader( "vertex", generateVertexShader( maxDirLights, maxPointLights ) ) );
- _gl.linkProgram( _program );
- if ( !_gl.getProgramParameter( _program, _gl.LINK_STATUS ) ) {
- alert( "Could not initialise shaders" );
- alert( "VALIDATE_STATUS: " + _gl.getProgramParameter( _program, _gl.VALIDATE_STATUS ) );
- alert( _gl.getError() );
-
- }
- _gl.useProgram( _program );
- // matrices
- _program.viewMatrix = _gl.getUniformLocation( _program, "viewMatrix" );
- _program.modelViewMatrix = _gl.getUniformLocation( _program, "modelViewMatrix" );
- _program.projectionMatrix = _gl.getUniformLocation( _program, "projectionMatrix" );
- _program.normalMatrix = _gl.getUniformLocation( _program, "normalMatrix" );
- _program.objMatrix = _gl.getUniformLocation( _program, "objMatrix" );
- _program.cameraPosition = _gl.getUniformLocation( _program, 'cameraPosition' );
- // lights
- _program.enableLighting = _gl.getUniformLocation( _program, 'enableLighting' );
- _program.ambientLightColor = _gl.getUniformLocation( _program, 'ambientLightColor' );
- if ( maxDirLights ) {
- _program.directionalLightNumber = _gl.getUniformLocation( _program, 'directionalLightNumber' );
- _program.directionalLightColor = _gl.getUniformLocation( _program, 'directionalLightColor' );
- _program.directionalLightDirection = _gl.getUniformLocation( _program, 'directionalLightDirection' );
- }
- if ( maxPointLights ) {
- _program.pointLightNumber = _gl.getUniformLocation( _program, 'pointLightNumber' );
- _program.pointLightColor = _gl.getUniformLocation( _program, 'pointLightColor' );
- _program.pointLightPosition = _gl.getUniformLocation( _program, 'pointLightPosition' );
- }
- // material
- _program.material = _gl.getUniformLocation( _program, 'material' );
- // material properties (Basic / Lambert / Blinn-Phong shader)
- _program.mColor = _gl.getUniformLocation( _program, 'mColor' );
- _program.mOpacity = _gl.getUniformLocation( _program, 'mOpacity' );
- _program.mReflectivity = _gl.getUniformLocation( _program, 'mReflectivity' );
- // material properties (Blinn-Phong shader)
- _program.mAmbient = _gl.getUniformLocation( _program, 'mAmbient' );
- _program.mSpecular = _gl.getUniformLocation( _program, 'mSpecular' );
- _program.mShininess = _gl.getUniformLocation( _program, 'mShininess' );
- // texture (diffuse map)
- _program.enableMap = _gl.getUniformLocation( _program, "enableMap" );
- _gl.uniform1i( _program.enableMap, 0 );
- _program.tMap = _gl.getUniformLocation( _program, "tMap" );
- _gl.uniform1i( _program.tMap, 0 );
- // cube texture
- _program.enableCubeMap = _gl.getUniformLocation( _program, "enableCubeMap" );
- _gl.uniform1i( _program.enableCubeMap, 0 );
- _program.tCube = _gl.getUniformLocation( _program, "tCube" );
- _gl.uniform1i( _program.tCube, 1 ); // it's important to use non-zero texture unit, otherwise it doesn't work
- _program.mixEnvMap = _gl.getUniformLocation( _program, "mixEnvMap" );
- _gl.uniform1i( _program.mixEnvMap, 0 );
- // refraction
- _program.mRefractionRatio = _gl.getUniformLocation( _program, 'mRefractionRatio' );
- _program.useRefract = _gl.getUniformLocation( _program, "useRefract" );
- _gl.uniform1i( _program.useRefract, 0 );
- // material properties (Depth)
- _program.m2Near = _gl.getUniformLocation( _program, 'm2Near' );
- _program.mFarPlusNear = _gl.getUniformLocation( _program, 'mFarPlusNear' );
- _program.mFarMinusNear = _gl.getUniformLocation( _program, 'mFarMinusNear' );
- // vertex arrays
- _program.position = _gl.getAttribLocation( _program, "position" );
- _gl.enableVertexAttribArray( _program.position );
- _program.normal = _gl.getAttribLocation( _program, "normal" );
- _gl.enableVertexAttribArray( _program.normal );
- _program.uv = _gl.getAttribLocation( _program, "uv" );
- _gl.enableVertexAttribArray( _program.uv );
- _program.viewMatrixArray = new Float32Array(16);
- _program.modelViewMatrixArray = new Float32Array(16);
- _program.projectionMatrixArray = new Float32Array(16);
- };
- function getShader( type, string ) {
- var shader;
- if ( type == "fragment" ) {
- shader = _gl.createShader( _gl.FRAGMENT_SHADER );
- } else if ( type == "vertex" ) {
- shader = _gl.createShader( _gl.VERTEX_SHADER );
- }
- _gl.shaderSource( shader, string );
- _gl.compileShader( shader );
- if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
- alert( _gl.getShaderInfoLog( shader ) );
- return null;
- }
- return shader;
- };
- function paramThreeToGL( p ) {
-
- switch ( p ) {
-
- case THREE.Repeat: return _gl.REPEAT; break;
- case THREE.ClampToEdge: return _gl.CLAMP_TO_EDGE; break;
- case THREE.MirroredRepeat: return _gl.MIRRORED_REPEAT; break;
-
- }
-
- return 0;
-
- };
- function materialNeedsSmoothNormals( material ) {
- return material && material.shading != undefined && material.shading == THREE.SmoothShading;
- };
-
- function bufferNeedsSmoothNormals ( materialFaceGroup, object ) {
-
- var m, ml, i, l, needsSmoothNormals = false;
-
- for ( m = 0, ml = object.material.length; m < ml; m++ ) {
- meshMaterial = object.material[ m ];
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
- for ( i = 0, l = materialFaceGroup.material.length; i < l; i++ ) {
- if ( materialNeedsSmoothNormals( materialFaceGroup.material[ i ] ) ) {
- needsSmoothNormals = true;
- break;
- }
- }
- } else {
- if ( materialNeedsSmoothNormals( meshMaterial ) ) {
- needsSmoothNormals = true;
- break;
- }
- }
- if ( needsSmoothNormals ) break;
- }
-
- return needsSmoothNormals;
-
- };
-
- function allocateLights( scene, maxLights ) {
- if ( scene ) {
- var l, ll, light, dirLights = pointLights = maxDirLights = maxPointLights = 0;
- for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
- light = scene.lights[ l ];
- if ( light instanceof THREE.DirectionalLight ) dirLights++;
- if ( light instanceof THREE.PointLight ) pointLights++;
- }
- if ( ( pointLights + dirLights ) <= maxLights ) {
- maxDirLights = dirLights;
- maxPointLights = pointLights;
- } else {
- maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
- maxPointLights = maxLights - maxDirLights;
- }
- return { 'directional' : maxDirLights, 'point' : maxPointLights };
- }
- return { 'directional' : 1, 'point' : maxLights - 1 };
- };
-
- /* DEBUG
- function getGLParams() {
- var params = {
- 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
- 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
- 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
- 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
- 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
- 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
- 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
- }
- return params;
- };
- function dumpObject( obj ) {
- var p, str = "";
- for ( p in obj ) {
- str += p + ": " + obj[p] + "\n";
- }
- return str;
- }
- */
- };
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