WebGLRenderer.js 83 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  15. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  16. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  17. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  18. _clearColor = new THREE.Color( 0x000000 ),
  19. _clearAlpha = 0,
  20. _pixelRatio = 1;
  21. var lights = [];
  22. var opaqueObjects = [];
  23. var opaqueObjectsLastIndex = - 1;
  24. var transparentObjects = [];
  25. var transparentObjectsLastIndex = - 1;
  26. var morphInfluences = new Float32Array( 8 );
  27. var sprites = [];
  28. var lensFlares = [];
  29. // public properties
  30. this.domElement = _canvas;
  31. this.context = null;
  32. // clearing
  33. this.autoClear = true;
  34. this.autoClearColor = true;
  35. this.autoClearDepth = true;
  36. this.autoClearStencil = true;
  37. // scene graph
  38. this.sortObjects = true;
  39. // physically based shading
  40. this.gammaFactor = 2.0; // for backwards compatibility
  41. this.gammaInput = false;
  42. this.gammaOutput = false;
  43. // morphs
  44. this.maxMorphTargets = 8;
  45. this.maxMorphNormals = 4;
  46. // flags
  47. this.autoScaleCubemaps = true;
  48. // internal properties
  49. var _this = this,
  50. // internal state cache
  51. _currentProgram = null,
  52. _currentRenderTarget = null,
  53. _currentFramebuffer = null,
  54. _currentMaterialId = - 1,
  55. _currentGeometryProgram = '',
  56. _currentCamera = null,
  57. _currentScissor = new THREE.Vector4(),
  58. _currentScissorTest = null,
  59. _currentViewport = new THREE.Vector4(),
  60. //
  61. _usedTextureUnits = 0,
  62. _scissor = new THREE.Vector4( 0, 0, _canvas.width, _canvas.height ),
  63. _scissorTest = false,
  64. _viewport = new THREE.Vector4( 0, 0, _canvas.width, _canvas.height ),
  65. // frustum
  66. _frustum = new THREE.Frustum(),
  67. // camera matrices cache
  68. _projScreenMatrix = new THREE.Matrix4(),
  69. _vector3 = new THREE.Vector3(),
  70. // light arrays cache
  71. _lights = {
  72. hash: '',
  73. ambient: [ 0, 0, 0 ],
  74. directional: [],
  75. point: [],
  76. spot: [],
  77. hemi: [],
  78. shadows: [],
  79. shadowsPointLight: 0
  80. },
  81. // info
  82. _infoMemory = {
  83. geometries: 0,
  84. textures: 0
  85. },
  86. _infoRender = {
  87. calls: 0,
  88. vertices: 0,
  89. faces: 0,
  90. points: 0
  91. };
  92. this.info = {
  93. render: _infoRender,
  94. memory: _infoMemory,
  95. programs: null
  96. };
  97. // initialize
  98. var _gl;
  99. try {
  100. var attributes = {
  101. alpha: _alpha,
  102. depth: _depth,
  103. stencil: _stencil,
  104. antialias: _antialias,
  105. premultipliedAlpha: _premultipliedAlpha,
  106. preserveDrawingBuffer: _preserveDrawingBuffer
  107. };
  108. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  109. if ( _gl === null ) {
  110. if ( _canvas.getContext( 'webgl' ) !== null ) {
  111. throw 'Error creating WebGL context with your selected attributes.';
  112. } else {
  113. throw 'Error creating WebGL context.';
  114. }
  115. }
  116. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  117. } catch ( error ) {
  118. console.error( 'THREE.WebGLRenderer: ' + error );
  119. }
  120. var extensions = new THREE.WebGLExtensions( _gl );
  121. extensions.get( 'OES_texture_float' );
  122. extensions.get( 'OES_texture_float_linear' );
  123. extensions.get( 'OES_texture_half_float' );
  124. extensions.get( 'OES_texture_half_float_linear' );
  125. extensions.get( 'OES_standard_derivatives' );
  126. extensions.get( 'ANGLE_instanced_arrays' );
  127. if ( extensions.get( 'OES_element_index_uint' ) ) {
  128. THREE.BufferGeometry.MaxIndex = 4294967296;
  129. }
  130. var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
  131. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  132. var properties = new THREE.WebGLProperties();
  133. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  134. var programCache = new THREE.WebGLPrograms( this, capabilities );
  135. var lightCache = new THREE.WebGLLights();
  136. this.info.programs = programCache.programs;
  137. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  138. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  139. //
  140. function getTargetPixelRatio() {
  141. return _currentRenderTarget === null ? _pixelRatio : 1;
  142. }
  143. function glClearColor( r, g, b, a ) {
  144. if ( _premultipliedAlpha === true ) {
  145. r *= a; g *= a; b *= a;
  146. }
  147. state.clearColor( r, g, b, a );
  148. }
  149. function setDefaultGLState() {
  150. state.init();
  151. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  152. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  153. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  154. }
  155. function resetGLState() {
  156. _currentProgram = null;
  157. _currentCamera = null;
  158. _currentGeometryProgram = '';
  159. _currentMaterialId = - 1;
  160. state.reset();
  161. }
  162. setDefaultGLState();
  163. this.context = _gl;
  164. this.capabilities = capabilities;
  165. this.extensions = extensions;
  166. this.properties = properties;
  167. this.state = state;
  168. // shadow map
  169. var shadowMap = new THREE.WebGLShadowMap( this, _lights, objects );
  170. this.shadowMap = shadowMap;
  171. // Plugins
  172. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  173. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  174. // API
  175. this.getContext = function () {
  176. return _gl;
  177. };
  178. this.getContextAttributes = function () {
  179. return _gl.getContextAttributes();
  180. };
  181. this.forceContextLoss = function () {
  182. extensions.get( 'WEBGL_lose_context' ).loseContext();
  183. };
  184. this.getMaxAnisotropy = ( function () {
  185. var value;
  186. return function getMaxAnisotropy() {
  187. if ( value !== undefined ) return value;
  188. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  189. if ( extension !== null ) {
  190. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  191. } else {
  192. value = 0;
  193. }
  194. return value;
  195. };
  196. } )();
  197. this.getPrecision = function () {
  198. return capabilities.precision;
  199. };
  200. this.getPixelRatio = function () {
  201. return _pixelRatio;
  202. };
  203. this.setPixelRatio = function ( value ) {
  204. if ( value === undefined ) return;
  205. _pixelRatio = value;
  206. this.setSize( _viewport.z, _viewport.w, false );
  207. };
  208. this.getSize = function () {
  209. return {
  210. width: _canvas.width / _pixelRatio,
  211. height: _canvas.height / _pixelRatio
  212. };
  213. };
  214. this.setSize = function ( width, height, updateStyle ) {
  215. _canvas.width = width * _pixelRatio;
  216. _canvas.height = height * _pixelRatio;
  217. if ( updateStyle !== false ) {
  218. _canvas.style.width = width + 'px';
  219. _canvas.style.height = height + 'px';
  220. }
  221. this.setViewport( 0, 0, width, height );
  222. };
  223. this.setViewport = function ( x, y, width, height ) {
  224. state.viewport( _viewport.set( x, y, width, height ) );
  225. };
  226. this.setScissor = function ( x, y, width, height ) {
  227. state.scissor( _scissor.set( x, y, width, height ) );
  228. };
  229. this.setScissorTest = function ( boolean ) {
  230. state.setScissorTest( _scissorTest = boolean );
  231. };
  232. // Clearing
  233. this.getClearColor = function () {
  234. return _clearColor;
  235. };
  236. this.setClearColor = function ( color, alpha ) {
  237. _clearColor.set( color );
  238. _clearAlpha = alpha !== undefined ? alpha : 1;
  239. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  240. };
  241. this.getClearAlpha = function () {
  242. return _clearAlpha;
  243. };
  244. this.setClearAlpha = function ( alpha ) {
  245. _clearAlpha = alpha;
  246. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  247. };
  248. this.clear = function ( color, depth, stencil ) {
  249. var bits = 0;
  250. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  251. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  252. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  253. _gl.clear( bits );
  254. };
  255. this.clearColor = function () {
  256. this.clear( true, false, false );
  257. };
  258. this.clearDepth = function () {
  259. this.clear( false, true, false );
  260. };
  261. this.clearStencil = function () {
  262. this.clear( false, false, true );
  263. };
  264. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  265. this.setRenderTarget( renderTarget );
  266. this.clear( color, depth, stencil );
  267. };
  268. // Reset
  269. this.resetGLState = resetGLState;
  270. this.dispose = function() {
  271. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  272. };
  273. // Events
  274. function onContextLost( event ) {
  275. event.preventDefault();
  276. resetGLState();
  277. setDefaultGLState();
  278. properties.clear();
  279. }
  280. function onTextureDispose( event ) {
  281. var texture = event.target;
  282. texture.removeEventListener( 'dispose', onTextureDispose );
  283. deallocateTexture( texture );
  284. _infoMemory.textures --;
  285. }
  286. function onRenderTargetDispose( event ) {
  287. var renderTarget = event.target;
  288. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  289. deallocateRenderTarget( renderTarget );
  290. _infoMemory.textures --;
  291. }
  292. function onMaterialDispose( event ) {
  293. var material = event.target;
  294. material.removeEventListener( 'dispose', onMaterialDispose );
  295. deallocateMaterial( material );
  296. }
  297. // Buffer deallocation
  298. function deallocateTexture( texture ) {
  299. var textureProperties = properties.get( texture );
  300. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  301. // cube texture
  302. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  303. } else {
  304. // 2D texture
  305. if ( textureProperties.__webglInit === undefined ) return;
  306. _gl.deleteTexture( textureProperties.__webglTexture );
  307. }
  308. // remove all webgl properties
  309. properties.delete( texture );
  310. }
  311. function deallocateRenderTarget( renderTarget ) {
  312. var renderTargetProperties = properties.get( renderTarget );
  313. var textureProperties = properties.get( renderTarget.texture );
  314. if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
  315. _gl.deleteTexture( textureProperties.__webglTexture );
  316. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  317. for ( var i = 0; i < 6; i ++ ) {
  318. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  319. _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  320. }
  321. } else {
  322. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  323. _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  324. }
  325. properties.delete( renderTarget.texture );
  326. properties.delete( renderTarget );
  327. }
  328. function deallocateMaterial( material ) {
  329. releaseMaterialProgramReference( material );
  330. properties.delete( material );
  331. }
  332. function releaseMaterialProgramReference( material ) {
  333. var programInfo = properties.get( material ).program;
  334. material.program = undefined;
  335. if ( programInfo !== undefined ) {
  336. programCache.releaseProgram( programInfo );
  337. }
  338. }
  339. // Buffer rendering
  340. this.renderBufferImmediate = function ( object, program, material ) {
  341. state.initAttributes();
  342. var buffers = properties.get( object );
  343. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  344. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  345. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  346. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  347. var attributes = program.getAttributes();
  348. if ( object.hasPositions ) {
  349. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  350. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  351. state.enableAttribute( attributes.position );
  352. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  353. }
  354. if ( object.hasNormals ) {
  355. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  356. if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) {
  357. for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  358. var array = object.normalArray;
  359. var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  360. var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  361. var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  362. array[ i + 0 ] = nx;
  363. array[ i + 1 ] = ny;
  364. array[ i + 2 ] = nz;
  365. array[ i + 3 ] = nx;
  366. array[ i + 4 ] = ny;
  367. array[ i + 5 ] = nz;
  368. array[ i + 6 ] = nx;
  369. array[ i + 7 ] = ny;
  370. array[ i + 8 ] = nz;
  371. }
  372. }
  373. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  374. state.enableAttribute( attributes.normal );
  375. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  376. }
  377. if ( object.hasUvs && material.map ) {
  378. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  379. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  380. state.enableAttribute( attributes.uv );
  381. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  382. }
  383. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  384. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  385. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  386. state.enableAttribute( attributes.color );
  387. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  388. }
  389. state.disableUnusedAttributes();
  390. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  391. object.count = 0;
  392. };
  393. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  394. setMaterial( material );
  395. var program = setProgram( camera, fog, material, object );
  396. var updateBuffers = false;
  397. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  398. if ( geometryProgram !== _currentGeometryProgram ) {
  399. _currentGeometryProgram = geometryProgram;
  400. updateBuffers = true;
  401. }
  402. // morph targets
  403. var morphTargetInfluences = object.morphTargetInfluences;
  404. if ( morphTargetInfluences !== undefined ) {
  405. var activeInfluences = [];
  406. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  407. var influence = morphTargetInfluences[ i ];
  408. activeInfluences.push( [ influence, i ] );
  409. }
  410. activeInfluences.sort( absNumericalSort );
  411. if ( activeInfluences.length > 8 ) {
  412. activeInfluences.length = 8;
  413. }
  414. var morphAttributes = geometry.morphAttributes;
  415. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  416. var influence = activeInfluences[ i ];
  417. morphInfluences[ i ] = influence[ 0 ];
  418. if ( influence[ 0 ] !== 0 ) {
  419. var index = influence[ 1 ];
  420. if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  421. if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  422. } else {
  423. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  424. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  425. }
  426. }
  427. var uniforms = program.getUniforms();
  428. if ( uniforms.morphTargetInfluences !== null ) {
  429. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  430. }
  431. updateBuffers = true;
  432. }
  433. //
  434. var index = geometry.index;
  435. var position = geometry.attributes.position;
  436. if ( material.wireframe === true ) {
  437. index = objects.getWireframeAttribute( geometry );
  438. }
  439. var renderer;
  440. if ( index !== null ) {
  441. renderer = indexedBufferRenderer;
  442. renderer.setIndex( index );
  443. } else {
  444. renderer = bufferRenderer;
  445. }
  446. if ( updateBuffers ) {
  447. setupVertexAttributes( material, program, geometry );
  448. if ( index !== null ) {
  449. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  450. }
  451. }
  452. //
  453. var dataStart = 0;
  454. var dataCount = Infinity;
  455. if ( index !== null ) {
  456. dataCount = index.count;
  457. } else if ( position !== undefined ) {
  458. dataCount = position.count;
  459. }
  460. var rangeStart = geometry.drawRange.start;
  461. var rangeCount = geometry.drawRange.count;
  462. var groupStart = group !== null ? group.start : 0;
  463. var groupCount = group !== null ? group.count : Infinity;
  464. var drawStart = Math.max( dataStart, rangeStart, groupStart );
  465. var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  466. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  467. //
  468. if ( object instanceof THREE.Mesh ) {
  469. if ( material.wireframe === true ) {
  470. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  471. renderer.setMode( _gl.LINES );
  472. } else {
  473. switch ( object.drawMode ) {
  474. case THREE.TrianglesDrawMode:
  475. renderer.setMode( _gl.TRIANGLES );
  476. break;
  477. case THREE.TriangleStripDrawMode:
  478. renderer.setMode( _gl.TRIANGLE_STRIP );
  479. break;
  480. case THREE.TriangleFanDrawMode:
  481. renderer.setMode( _gl.TRIANGLE_FAN );
  482. break;
  483. }
  484. }
  485. } else if ( object instanceof THREE.Line ) {
  486. var lineWidth = material.linewidth;
  487. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  488. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  489. if ( object instanceof THREE.LineSegments ) {
  490. renderer.setMode( _gl.LINES );
  491. } else {
  492. renderer.setMode( _gl.LINE_STRIP );
  493. }
  494. } else if ( object instanceof THREE.Points ) {
  495. renderer.setMode( _gl.POINTS );
  496. }
  497. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  498. renderer.renderInstances( geometry, drawStart, drawCount );
  499. } else {
  500. renderer.render( drawStart, drawCount );
  501. }
  502. };
  503. function setupVertexAttributes( material, program, geometry, startIndex ) {
  504. var extension;
  505. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  506. extension = extensions.get( 'ANGLE_instanced_arrays' );
  507. if ( extension === null ) {
  508. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  509. return;
  510. }
  511. }
  512. if ( startIndex === undefined ) startIndex = 0;
  513. state.initAttributes();
  514. var geometryAttributes = geometry.attributes;
  515. var programAttributes = program.getAttributes();
  516. var materialDefaultAttributeValues = material.defaultAttributeValues;
  517. for ( var name in programAttributes ) {
  518. var programAttribute = programAttributes[ name ];
  519. if ( programAttribute >= 0 ) {
  520. var geometryAttribute = geometryAttributes[ name ];
  521. if ( geometryAttribute !== undefined ) {
  522. var size = geometryAttribute.itemSize;
  523. var buffer = objects.getAttributeBuffer( geometryAttribute );
  524. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  525. var data = geometryAttribute.data;
  526. var stride = data.stride;
  527. var offset = geometryAttribute.offset;
  528. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  529. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
  530. if ( geometry.maxInstancedCount === undefined ) {
  531. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  532. }
  533. } else {
  534. state.enableAttribute( programAttribute );
  535. }
  536. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  537. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  538. } else {
  539. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  540. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
  541. if ( geometry.maxInstancedCount === undefined ) {
  542. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  543. }
  544. } else {
  545. state.enableAttribute( programAttribute );
  546. }
  547. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  548. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  549. }
  550. } else if ( materialDefaultAttributeValues !== undefined ) {
  551. var value = materialDefaultAttributeValues[ name ];
  552. if ( value !== undefined ) {
  553. switch ( value.length ) {
  554. case 2:
  555. _gl.vertexAttrib2fv( programAttribute, value );
  556. break;
  557. case 3:
  558. _gl.vertexAttrib3fv( programAttribute, value );
  559. break;
  560. case 4:
  561. _gl.vertexAttrib4fv( programAttribute, value );
  562. break;
  563. default:
  564. _gl.vertexAttrib1fv( programAttribute, value );
  565. }
  566. }
  567. }
  568. }
  569. }
  570. state.disableUnusedAttributes();
  571. }
  572. // Sorting
  573. function absNumericalSort( a, b ) {
  574. return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
  575. }
  576. function painterSortStable ( a, b ) {
  577. if ( a.object.renderOrder !== b.object.renderOrder ) {
  578. return a.object.renderOrder - b.object.renderOrder;
  579. } else if ( a.material.id !== b.material.id ) {
  580. return a.material.id - b.material.id;
  581. } else if ( a.z !== b.z ) {
  582. return a.z - b.z;
  583. } else {
  584. return a.id - b.id;
  585. }
  586. }
  587. function reversePainterSortStable ( a, b ) {
  588. if ( a.object.renderOrder !== b.object.renderOrder ) {
  589. return a.object.renderOrder - b.object.renderOrder;
  590. } if ( a.z !== b.z ) {
  591. return b.z - a.z;
  592. } else {
  593. return a.id - b.id;
  594. }
  595. }
  596. // Rendering
  597. this.render = function ( scene, camera, renderTarget, forceClear ) {
  598. if ( camera instanceof THREE.Camera === false ) {
  599. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  600. return;
  601. }
  602. var fog = scene.fog;
  603. // reset caching for this frame
  604. _currentGeometryProgram = '';
  605. _currentMaterialId = - 1;
  606. _currentCamera = null;
  607. // update scene graph
  608. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  609. // update camera matrices and frustum
  610. if ( camera.parent === null ) camera.updateMatrixWorld();
  611. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  612. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  613. _frustum.setFromMatrix( _projScreenMatrix );
  614. lights.length = 0;
  615. opaqueObjectsLastIndex = - 1;
  616. transparentObjectsLastIndex = - 1;
  617. sprites.length = 0;
  618. lensFlares.length = 0;
  619. projectObject( scene, camera );
  620. opaqueObjects.length = opaqueObjectsLastIndex + 1;
  621. transparentObjects.length = transparentObjectsLastIndex + 1;
  622. if ( _this.sortObjects === true ) {
  623. opaqueObjects.sort( painterSortStable );
  624. transparentObjects.sort( reversePainterSortStable );
  625. }
  626. setupLights( lights, camera );
  627. //
  628. shadowMap.render( scene, camera );
  629. //
  630. _infoRender.calls = 0;
  631. _infoRender.vertices = 0;
  632. _infoRender.faces = 0;
  633. _infoRender.points = 0;
  634. if ( renderTarget === undefined ) {
  635. renderTarget = null;
  636. }
  637. this.setRenderTarget( renderTarget );
  638. if ( this.autoClear || forceClear ) {
  639. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  640. }
  641. //
  642. if ( scene.overrideMaterial ) {
  643. var overrideMaterial = scene.overrideMaterial;
  644. renderObjects( opaqueObjects, camera, fog, overrideMaterial );
  645. renderObjects( transparentObjects, camera, fog, overrideMaterial );
  646. } else {
  647. // opaque pass (front-to-back order)
  648. state.setBlending( THREE.NoBlending );
  649. renderObjects( opaqueObjects, camera, fog );
  650. // transparent pass (back-to-front order)
  651. renderObjects( transparentObjects, camera, fog );
  652. }
  653. // custom render plugins (post pass)
  654. spritePlugin.render( scene, camera );
  655. lensFlarePlugin.render( scene, camera, _currentViewport );
  656. // Generate mipmap if we're using any kind of mipmap filtering
  657. if ( renderTarget ) {
  658. var texture = renderTarget.texture;
  659. if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
  660. texture.minFilter !== THREE.NearestFilter &&
  661. texture.minFilter !== THREE.LinearFilter ) {
  662. updateRenderTargetMipmap( renderTarget );
  663. }
  664. }
  665. // Ensure buffer writing is enabled so they can be cleared on next render
  666. state.setDepthTest( true );
  667. state.setDepthWrite( true );
  668. state.setStencilTest( true );
  669. state.setStencilWrite( true );
  670. state.setColorWrite( true );
  671. // _gl.finish();
  672. };
  673. function pushRenderItem( object, geometry, material, z, group ) {
  674. var array, index;
  675. // allocate the next position in the appropriate array
  676. if ( material.transparent ) {
  677. array = transparentObjects;
  678. index = ++ transparentObjectsLastIndex;
  679. } else {
  680. array = opaqueObjects;
  681. index = ++ opaqueObjectsLastIndex;
  682. }
  683. // recycle existing render item or grow the array
  684. var renderItem = array[ index ];
  685. if ( renderItem !== undefined ) {
  686. renderItem.id = object.id;
  687. renderItem.object = object;
  688. renderItem.geometry = geometry;
  689. renderItem.material = material;
  690. renderItem.z = _vector3.z;
  691. renderItem.group = group;
  692. } else {
  693. renderItem = {
  694. id: object.id,
  695. object: object,
  696. geometry: geometry,
  697. material: material,
  698. z: _vector3.z,
  699. group: group
  700. };
  701. // assert( index === array.length );
  702. array.push( renderItem );
  703. }
  704. }
  705. function projectObject( object, camera ) {
  706. if ( object.visible === false ) return;
  707. if ( object.layers.test( camera.layers ) ) {
  708. if ( object instanceof THREE.Light ) {
  709. lights.push( object );
  710. } else if ( object instanceof THREE.Sprite ) {
  711. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  712. sprites.push( object );
  713. }
  714. } else if ( object instanceof THREE.LensFlare ) {
  715. lensFlares.push( object );
  716. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  717. if ( _this.sortObjects === true ) {
  718. _vector3.setFromMatrixPosition( object.matrixWorld );
  719. _vector3.applyProjection( _projScreenMatrix );
  720. }
  721. pushRenderItem( object, null, object.material, _vector3.z, null );
  722. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  723. if ( object instanceof THREE.SkinnedMesh ) {
  724. object.skeleton.update();
  725. }
  726. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  727. var material = object.material;
  728. if ( material.visible === true ) {
  729. if ( _this.sortObjects === true ) {
  730. _vector3.setFromMatrixPosition( object.matrixWorld );
  731. _vector3.applyProjection( _projScreenMatrix );
  732. }
  733. var geometry = objects.update( object );
  734. if ( material instanceof THREE.MultiMaterial ) {
  735. var groups = geometry.groups;
  736. var materials = material.materials;
  737. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  738. var group = groups[ i ];
  739. var groupMaterial = materials[ group.materialIndex ];
  740. if ( groupMaterial.visible === true ) {
  741. pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  742. }
  743. }
  744. } else {
  745. pushRenderItem( object, geometry, material, _vector3.z, null );
  746. }
  747. }
  748. }
  749. }
  750. }
  751. var children = object.children;
  752. for ( var i = 0, l = children.length; i < l; i ++ ) {
  753. projectObject( children[ i ], camera );
  754. }
  755. }
  756. function renderObjects( renderList, camera, fog, overrideMaterial ) {
  757. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  758. var renderItem = renderList[ i ];
  759. var object = renderItem.object;
  760. var geometry = renderItem.geometry;
  761. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  762. var group = renderItem.group;
  763. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  764. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  765. if ( object instanceof THREE.ImmediateRenderObject ) {
  766. setMaterial( material );
  767. var program = setProgram( camera, fog, material, object );
  768. _currentGeometryProgram = '';
  769. object.render( function ( object ) {
  770. _this.renderBufferImmediate( object, program, material );
  771. } );
  772. } else {
  773. _this.renderBufferDirect( camera, fog, geometry, material, object, group );
  774. }
  775. }
  776. }
  777. function initMaterial( material, fog, object ) {
  778. var materialProperties = properties.get( material );
  779. var parameters = programCache.getParameters( material, _lights, fog, object );
  780. var code = programCache.getProgramCode( material, parameters );
  781. var program = materialProperties.program;
  782. var programChange = true;
  783. if ( program === undefined ) {
  784. // new material
  785. material.addEventListener( 'dispose', onMaterialDispose );
  786. } else if ( program.code !== code ) {
  787. // changed glsl or parameters
  788. releaseMaterialProgramReference( material );
  789. } else if ( parameters.shaderID !== undefined ) {
  790. // same glsl and uniform list
  791. return;
  792. } else {
  793. // only rebuild uniform list
  794. programChange = false;
  795. }
  796. if ( programChange ) {
  797. if ( parameters.shaderID ) {
  798. var shader = THREE.ShaderLib[ parameters.shaderID ];
  799. materialProperties.__webglShader = {
  800. name: material.type,
  801. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  802. vertexShader: shader.vertexShader,
  803. fragmentShader: shader.fragmentShader
  804. };
  805. } else {
  806. materialProperties.__webglShader = {
  807. name: material.type,
  808. uniforms: material.uniforms,
  809. vertexShader: material.vertexShader,
  810. fragmentShader: material.fragmentShader
  811. };
  812. }
  813. material.__webglShader = materialProperties.__webglShader;
  814. program = programCache.acquireProgram( material, parameters, code );
  815. materialProperties.program = program;
  816. material.program = program;
  817. }
  818. var attributes = program.getAttributes();
  819. if ( material.morphTargets ) {
  820. material.numSupportedMorphTargets = 0;
  821. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  822. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  823. material.numSupportedMorphTargets ++;
  824. }
  825. }
  826. }
  827. if ( material.morphNormals ) {
  828. material.numSupportedMorphNormals = 0;
  829. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  830. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  831. material.numSupportedMorphNormals ++;
  832. }
  833. }
  834. }
  835. materialProperties.uniformsList = [];
  836. var uniforms = materialProperties.__webglShader.uniforms,
  837. uniformLocations = materialProperties.program.getUniforms();
  838. for ( var u in uniforms ) {
  839. var location = uniformLocations[ u ];
  840. if ( location ) {
  841. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  842. }
  843. }
  844. if ( material instanceof THREE.MeshPhongMaterial ||
  845. material instanceof THREE.MeshLambertMaterial ||
  846. material instanceof THREE.MeshStandardMaterial ||
  847. material.lights ) {
  848. // store the light setup it was created for
  849. materialProperties.lightsHash = _lights.hash;
  850. // wire up the material to this renderer's lighting state
  851. uniforms.ambientLightColor.value = _lights.ambient;
  852. uniforms.directionalLights.value = _lights.directional;
  853. uniforms.pointLights.value = _lights.point;
  854. uniforms.spotLights.value = _lights.spot;
  855. uniforms.hemisphereLights.value = _lights.hemi;
  856. }
  857. // detect dynamic uniforms
  858. materialProperties.hasDynamicUniforms = false;
  859. for ( var j = 0, jl = materialProperties.uniformsList.length; j < jl; j ++ ) {
  860. var uniform = materialProperties.uniformsList[ j ][ 0 ];
  861. if ( uniform.dynamic === true ) {
  862. materialProperties.hasDynamicUniforms = true;
  863. break;
  864. }
  865. }
  866. }
  867. function setMaterial( material ) {
  868. setMaterialFaces( material );
  869. if ( material.transparent === true ) {
  870. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  871. } else {
  872. state.setBlending( THREE.NoBlending );
  873. }
  874. state.setDepthFunc( material.depthFunc );
  875. state.setDepthTest( material.depthTest );
  876. state.setDepthWrite( material.depthWrite );
  877. state.setStencilTest( material.stencilTest );
  878. state.setStencilWrite( material.stencilWrite );
  879. state.setColorWrite( material.colorWrite );
  880. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  881. }
  882. function setMaterialFaces( material ) {
  883. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  884. state.setFlipSided( material.side === THREE.BackSide );
  885. }
  886. function setProgram( camera, fog, material, object ) {
  887. _usedTextureUnits = 0;
  888. var materialProperties = properties.get( material );
  889. if ( materialProperties.program === undefined ) {
  890. material.needsUpdate = true;
  891. }
  892. if ( materialProperties.lightsHash !== undefined &&
  893. materialProperties.lightsHash !== _lights.hash ) {
  894. material.needsUpdate = true;
  895. }
  896. if ( material.needsUpdate ) {
  897. initMaterial( material, fog, object );
  898. material.needsUpdate = false;
  899. }
  900. var refreshProgram = false;
  901. var refreshMaterial = false;
  902. var refreshLights = false;
  903. var program = materialProperties.program,
  904. p_uniforms = program.getUniforms(),
  905. m_uniforms = materialProperties.__webglShader.uniforms;
  906. if ( program.id !== _currentProgram ) {
  907. _gl.useProgram( program.program );
  908. _currentProgram = program.id;
  909. refreshProgram = true;
  910. refreshMaterial = true;
  911. refreshLights = true;
  912. }
  913. if ( material.id !== _currentMaterialId ) {
  914. _currentMaterialId = material.id;
  915. refreshMaterial = true;
  916. }
  917. if ( refreshProgram || camera !== _currentCamera ) {
  918. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  919. if ( capabilities.logarithmicDepthBuffer ) {
  920. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  921. }
  922. if ( camera !== _currentCamera ) {
  923. _currentCamera = camera;
  924. // lighting uniforms depend on the camera so enforce an update
  925. // now, in case this material supports lights - or later, when
  926. // the next material that does gets activated:
  927. refreshMaterial = true; // set to true on material change
  928. refreshLights = true; // remains set until update done
  929. }
  930. // load material specific uniforms
  931. // (shader material also gets them for the sake of genericity)
  932. if ( material instanceof THREE.ShaderMaterial ||
  933. material instanceof THREE.MeshPhongMaterial ||
  934. material instanceof THREE.MeshStandardMaterial ||
  935. material.envMap ) {
  936. if ( p_uniforms.cameraPosition !== undefined ) {
  937. _vector3.setFromMatrixPosition( camera.matrixWorld );
  938. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  939. }
  940. }
  941. if ( material instanceof THREE.MeshPhongMaterial ||
  942. material instanceof THREE.MeshLambertMaterial ||
  943. material instanceof THREE.MeshBasicMaterial ||
  944. material instanceof THREE.MeshStandardMaterial ||
  945. material instanceof THREE.ShaderMaterial ||
  946. material.skinning ) {
  947. if ( p_uniforms.viewMatrix !== undefined ) {
  948. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  949. }
  950. }
  951. }
  952. // skinning uniforms must be set even if material didn't change
  953. // auto-setting of texture unit for bone texture must go before other textures
  954. // not sure why, but otherwise weird things happen
  955. if ( material.skinning ) {
  956. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  957. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  958. }
  959. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  960. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  961. }
  962. if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  963. if ( p_uniforms.boneTexture !== undefined ) {
  964. var textureUnit = getTextureUnit();
  965. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  966. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  967. }
  968. if ( p_uniforms.boneTextureWidth !== undefined ) {
  969. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  970. }
  971. if ( p_uniforms.boneTextureHeight !== undefined ) {
  972. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  973. }
  974. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  975. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  976. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  977. }
  978. }
  979. }
  980. if ( refreshMaterial ) {
  981. if ( material instanceof THREE.MeshPhongMaterial ||
  982. material instanceof THREE.MeshLambertMaterial ||
  983. material instanceof THREE.MeshStandardMaterial ||
  984. material.lights ) {
  985. // the current material requires lighting info
  986. // note: all lighting uniforms are always set correctly
  987. // they simply reference the renderer's state for their
  988. // values
  989. //
  990. // use the current material's .needsUpdate flags to set
  991. // the GL state when required
  992. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  993. }
  994. // refresh uniforms common to several materials
  995. if ( fog && material.fog ) {
  996. refreshUniformsFog( m_uniforms, fog );
  997. }
  998. if ( material instanceof THREE.MeshBasicMaterial ||
  999. material instanceof THREE.MeshLambertMaterial ||
  1000. material instanceof THREE.MeshPhongMaterial ||
  1001. material instanceof THREE.MeshStandardMaterial ) {
  1002. refreshUniformsCommon( m_uniforms, material );
  1003. }
  1004. // refresh single material specific uniforms
  1005. if ( material instanceof THREE.LineBasicMaterial ) {
  1006. refreshUniformsLine( m_uniforms, material );
  1007. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1008. refreshUniformsLine( m_uniforms, material );
  1009. refreshUniformsDash( m_uniforms, material );
  1010. } else if ( material instanceof THREE.PointsMaterial ) {
  1011. refreshUniformsPoints( m_uniforms, material );
  1012. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1013. refreshUniformsLambert( m_uniforms, material );
  1014. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1015. refreshUniformsPhong( m_uniforms, material );
  1016. } else if ( material instanceof THREE.MeshStandardMaterial ) {
  1017. refreshUniformsStandard( m_uniforms, material );
  1018. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1019. m_uniforms.mNear.value = camera.near;
  1020. m_uniforms.mFar.value = camera.far;
  1021. m_uniforms.opacity.value = material.opacity;
  1022. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1023. m_uniforms.opacity.value = material.opacity;
  1024. }
  1025. if ( shadowMap.enabled ) {
  1026. if ( object.receiveShadow && ! material._shadowPass ) {
  1027. refreshUniformsShadow( m_uniforms, camera );
  1028. }
  1029. }
  1030. // load common uniforms
  1031. loadUniformsGeneric( materialProperties.uniformsList );
  1032. }
  1033. loadUniformsMatrices( p_uniforms, object );
  1034. if ( p_uniforms.modelMatrix !== undefined ) {
  1035. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1036. }
  1037. if ( materialProperties.hasDynamicUniforms === true ) {
  1038. updateDynamicUniforms( materialProperties.uniformsList, object, camera );
  1039. }
  1040. return program;
  1041. }
  1042. function updateDynamicUniforms ( uniforms, object, camera ) {
  1043. var dynamicUniforms = [];
  1044. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1045. var uniform = uniforms[ j ][ 0 ];
  1046. var onUpdateCallback = uniform.onUpdateCallback;
  1047. if ( onUpdateCallback !== undefined ) {
  1048. onUpdateCallback.bind( uniform )( object, camera );
  1049. dynamicUniforms.push( uniforms[ j ] );
  1050. }
  1051. }
  1052. loadUniformsGeneric( dynamicUniforms );
  1053. }
  1054. // Uniforms (refresh uniforms objects)
  1055. function refreshUniformsCommon ( uniforms, material ) {
  1056. uniforms.opacity.value = material.opacity;
  1057. uniforms.diffuse.value = material.color;
  1058. if ( material.emissive ) {
  1059. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  1060. }
  1061. uniforms.map.value = material.map;
  1062. uniforms.specularMap.value = material.specularMap;
  1063. uniforms.alphaMap.value = material.alphaMap;
  1064. if ( material.aoMap ) {
  1065. uniforms.aoMap.value = material.aoMap;
  1066. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1067. }
  1068. // uv repeat and offset setting priorities
  1069. // 1. color map
  1070. // 2. specular map
  1071. // 3. normal map
  1072. // 4. bump map
  1073. // 5. alpha map
  1074. // 6. emissive map
  1075. var uvScaleMap;
  1076. if ( material.map ) {
  1077. uvScaleMap = material.map;
  1078. } else if ( material.specularMap ) {
  1079. uvScaleMap = material.specularMap;
  1080. } else if ( material.displacementMap ) {
  1081. uvScaleMap = material.displacementMap;
  1082. } else if ( material.normalMap ) {
  1083. uvScaleMap = material.normalMap;
  1084. } else if ( material.bumpMap ) {
  1085. uvScaleMap = material.bumpMap;
  1086. } else if ( material.roughnessMap ) {
  1087. uvScaleMap = material.roughnessMap;
  1088. } else if ( material.metalnessMap ) {
  1089. uvScaleMap = material.metalnessMap;
  1090. } else if ( material.alphaMap ) {
  1091. uvScaleMap = material.alphaMap;
  1092. } else if ( material.emissiveMap ) {
  1093. uvScaleMap = material.emissiveMap;
  1094. }
  1095. if ( uvScaleMap !== undefined ) {
  1096. if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) {
  1097. uvScaleMap = uvScaleMap.texture;
  1098. }
  1099. var offset = uvScaleMap.offset;
  1100. var repeat = uvScaleMap.repeat;
  1101. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1102. }
  1103. uniforms.envMap.value = material.envMap;
  1104. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1105. uniforms.reflectivity.value = material.reflectivity;
  1106. uniforms.refractionRatio.value = material.refractionRatio;
  1107. }
  1108. function refreshUniformsLine ( uniforms, material ) {
  1109. uniforms.diffuse.value = material.color;
  1110. uniforms.opacity.value = material.opacity;
  1111. }
  1112. function refreshUniformsDash ( uniforms, material ) {
  1113. uniforms.dashSize.value = material.dashSize;
  1114. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1115. uniforms.scale.value = material.scale;
  1116. }
  1117. function refreshUniformsPoints ( uniforms, material ) {
  1118. uniforms.diffuse.value = material.color;
  1119. uniforms.opacity.value = material.opacity;
  1120. uniforms.size.value = material.size * _pixelRatio;
  1121. uniforms.scale.value = _canvas.clientHeight / 2.0; // TODO: Cache this.
  1122. uniforms.map.value = material.map;
  1123. if ( material.map !== null ) {
  1124. var offset = material.map.offset;
  1125. var repeat = material.map.repeat;
  1126. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1127. }
  1128. }
  1129. function refreshUniformsFog ( uniforms, fog ) {
  1130. uniforms.fogColor.value = fog.color;
  1131. if ( fog instanceof THREE.Fog ) {
  1132. uniforms.fogNear.value = fog.near;
  1133. uniforms.fogFar.value = fog.far;
  1134. } else if ( fog instanceof THREE.FogExp2 ) {
  1135. uniforms.fogDensity.value = fog.density;
  1136. }
  1137. }
  1138. function refreshUniformsLambert ( uniforms, material ) {
  1139. if ( material.lightMap ) {
  1140. uniforms.lightMap.value = material.lightMap;
  1141. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1142. }
  1143. if ( material.emissiveMap ) {
  1144. uniforms.emissiveMap.value = material.emissiveMap;
  1145. }
  1146. }
  1147. function refreshUniformsPhong ( uniforms, material ) {
  1148. uniforms.specular.value = material.specular;
  1149. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1150. if ( material.lightMap ) {
  1151. uniforms.lightMap.value = material.lightMap;
  1152. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1153. }
  1154. if ( material.emissiveMap ) {
  1155. uniforms.emissiveMap.value = material.emissiveMap;
  1156. }
  1157. if ( material.bumpMap ) {
  1158. uniforms.bumpMap.value = material.bumpMap;
  1159. uniforms.bumpScale.value = material.bumpScale;
  1160. }
  1161. if ( material.normalMap ) {
  1162. uniforms.normalMap.value = material.normalMap;
  1163. uniforms.normalScale.value.copy( material.normalScale );
  1164. }
  1165. if ( material.displacementMap ) {
  1166. uniforms.displacementMap.value = material.displacementMap;
  1167. uniforms.displacementScale.value = material.displacementScale;
  1168. uniforms.displacementBias.value = material.displacementBias;
  1169. }
  1170. }
  1171. function refreshUniformsStandard ( uniforms, material ) {
  1172. uniforms.roughness.value = material.roughness;
  1173. uniforms.metalness.value = material.metalness;
  1174. if ( material.roughnessMap ) {
  1175. uniforms.roughnessMap.value = material.roughnessMap;
  1176. }
  1177. if ( material.metalnessMap ) {
  1178. uniforms.metalnessMap.value = material.metalnessMap;
  1179. }
  1180. if ( material.lightMap ) {
  1181. uniforms.lightMap.value = material.lightMap;
  1182. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1183. }
  1184. if ( material.emissiveMap ) {
  1185. uniforms.emissiveMap.value = material.emissiveMap;
  1186. }
  1187. if ( material.bumpMap ) {
  1188. uniforms.bumpMap.value = material.bumpMap;
  1189. uniforms.bumpScale.value = material.bumpScale;
  1190. }
  1191. if ( material.normalMap ) {
  1192. uniforms.normalMap.value = material.normalMap;
  1193. uniforms.normalScale.value.copy( material.normalScale );
  1194. }
  1195. if ( material.displacementMap ) {
  1196. uniforms.displacementMap.value = material.displacementMap;
  1197. uniforms.displacementScale.value = material.displacementScale;
  1198. uniforms.displacementBias.value = material.displacementBias;
  1199. }
  1200. if ( material.envMap ) {
  1201. //uniforms.envMap.value = material.envMap; // part of uniforms common
  1202. uniforms.envMapIntensity.value = material.envMapIntensity;
  1203. }
  1204. }
  1205. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1206. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1207. uniforms.ambientLightColor.needsUpdate = value;
  1208. uniforms.directionalLights.needsUpdate = value;
  1209. uniforms.pointLights.needsUpdate = value;
  1210. uniforms.spotLights.needsUpdate = value;
  1211. uniforms.hemisphereLights.needsUpdate = value;
  1212. }
  1213. function refreshUniformsShadow ( uniforms, camera ) {
  1214. if ( uniforms.shadowMatrix ) {
  1215. var shadows = _lights.shadows;
  1216. for ( var i = 0, l = shadows.length; i < l; i ++ ) {
  1217. var light = shadows[ i ];
  1218. var shadow = light.shadow;
  1219. if ( light instanceof THREE.PointLight ) {
  1220. // for point lights we set the shadow matrix to be a translation-only matrix
  1221. // equal to inverse of the light's position
  1222. _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
  1223. shadow.matrix.identity().setPosition( _vector3 );
  1224. // for point lights we set the sign of the shadowDarkness uniform to be negative
  1225. uniforms.shadowDarkness.value[ i ] = - shadow.darkness;
  1226. } else {
  1227. uniforms.shadowDarkness.value[ i ] = shadow.darkness;
  1228. }
  1229. uniforms.shadowBias.value[ i ] = shadow.bias;
  1230. uniforms.shadowMap.value[ i ] = shadow.map;
  1231. uniforms.shadowMapSize.value[ i ] = shadow.mapSize;
  1232. uniforms.shadowMatrix.value[ i ] = shadow.matrix;
  1233. }
  1234. }
  1235. }
  1236. // Uniforms (load to GPU)
  1237. function loadUniformsMatrices ( uniforms, object ) {
  1238. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1239. if ( uniforms.normalMatrix ) {
  1240. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1241. }
  1242. }
  1243. function getTextureUnit() {
  1244. var textureUnit = _usedTextureUnits;
  1245. if ( textureUnit >= capabilities.maxTextures ) {
  1246. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  1247. }
  1248. _usedTextureUnits += 1;
  1249. return textureUnit;
  1250. }
  1251. function loadUniformsGeneric ( uniforms ) {
  1252. var texture, textureUnit;
  1253. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1254. var uniform = uniforms[ j ][ 0 ];
  1255. // needsUpdate property is not added to all uniforms.
  1256. if ( uniform.needsUpdate === false ) continue;
  1257. var type = uniform.type;
  1258. var value = uniform.value;
  1259. var location = uniforms[ j ][ 1 ];
  1260. switch ( type ) {
  1261. case '1i':
  1262. _gl.uniform1i( location, value );
  1263. break;
  1264. case '1f':
  1265. _gl.uniform1f( location, value );
  1266. break;
  1267. case '2f':
  1268. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1269. break;
  1270. case '3f':
  1271. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1272. break;
  1273. case '4f':
  1274. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1275. break;
  1276. case '1iv':
  1277. _gl.uniform1iv( location, value );
  1278. break;
  1279. case '3iv':
  1280. _gl.uniform3iv( location, value );
  1281. break;
  1282. case '1fv':
  1283. _gl.uniform1fv( location, value );
  1284. break;
  1285. case '2fv':
  1286. _gl.uniform2fv( location, value );
  1287. break;
  1288. case '3fv':
  1289. _gl.uniform3fv( location, value );
  1290. break;
  1291. case '4fv':
  1292. _gl.uniform4fv( location, value );
  1293. break;
  1294. case 'Matrix2fv':
  1295. _gl.uniformMatrix2fv( location, false, value );
  1296. break;
  1297. case 'Matrix3fv':
  1298. _gl.uniformMatrix3fv( location, false, value );
  1299. break;
  1300. case 'Matrix4fv':
  1301. _gl.uniformMatrix4fv( location, false, value );
  1302. break;
  1303. //
  1304. case 'i':
  1305. // single integer
  1306. _gl.uniform1i( location, value );
  1307. break;
  1308. case 'f':
  1309. // single float
  1310. _gl.uniform1f( location, value );
  1311. break;
  1312. case 'v2':
  1313. // single THREE.Vector2
  1314. _gl.uniform2f( location, value.x, value.y );
  1315. break;
  1316. case 'v3':
  1317. // single THREE.Vector3
  1318. _gl.uniform3f( location, value.x, value.y, value.z );
  1319. break;
  1320. case 'v4':
  1321. // single THREE.Vector4
  1322. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1323. break;
  1324. case 'c':
  1325. // single THREE.Color
  1326. _gl.uniform3f( location, value.r, value.g, value.b );
  1327. break;
  1328. /*
  1329. case 's':
  1330. // TODO: Optimize this.
  1331. for( var propertyName in uniform.properties ) {
  1332. var property = uniform.properties[ propertyName ];
  1333. var locationProperty = location[ propertyName ];
  1334. var valueProperty = value[ propertyName ];
  1335. switch( property.type ) {
  1336. case 'i':
  1337. _gl.uniform1i( locationProperty, valueProperty );
  1338. break;
  1339. case 'f':
  1340. _gl.uniform1f( locationProperty, valueProperty );
  1341. break;
  1342. case 'v2':
  1343. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1344. break;
  1345. case 'v3':
  1346. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1347. break;
  1348. case 'v4':
  1349. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1350. break;
  1351. case 'c':
  1352. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1353. break;
  1354. };
  1355. }
  1356. break;
  1357. */
  1358. case 'sa':
  1359. // TODO: Optimize this.
  1360. for ( var i = 0; i < value.length; i ++ ) {
  1361. for ( var propertyName in uniform.properties ) {
  1362. var property = uniform.properties[ propertyName ];
  1363. var locationProperty = location[ i ][ propertyName ];
  1364. var valueProperty = value[ i ][ propertyName ];
  1365. switch ( property.type ) {
  1366. case 'i':
  1367. _gl.uniform1i( locationProperty, valueProperty );
  1368. break;
  1369. case 'f':
  1370. _gl.uniform1f( locationProperty, valueProperty );
  1371. break;
  1372. case 'v2':
  1373. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1374. break;
  1375. case 'v3':
  1376. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1377. break;
  1378. case 'v4':
  1379. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1380. break;
  1381. case 'c':
  1382. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1383. break;
  1384. }
  1385. }
  1386. }
  1387. break;
  1388. case 'iv1':
  1389. // flat array of integers (JS or typed array)
  1390. _gl.uniform1iv( location, value );
  1391. break;
  1392. case 'iv':
  1393. // flat array of integers with 3 x N size (JS or typed array)
  1394. _gl.uniform3iv( location, value );
  1395. break;
  1396. case 'fv1':
  1397. // flat array of floats (JS or typed array)
  1398. _gl.uniform1fv( location, value );
  1399. break;
  1400. case 'fv':
  1401. // flat array of floats with 3 x N size (JS or typed array)
  1402. _gl.uniform3fv( location, value );
  1403. break;
  1404. case 'v2v':
  1405. // array of THREE.Vector2
  1406. if ( uniform._array === undefined ) {
  1407. uniform._array = new Float32Array( 2 * value.length );
  1408. }
  1409. for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
  1410. uniform._array[ i2 + 0 ] = value[ i ].x;
  1411. uniform._array[ i2 + 1 ] = value[ i ].y;
  1412. }
  1413. _gl.uniform2fv( location, uniform._array );
  1414. break;
  1415. case 'v3v':
  1416. // array of THREE.Vector3
  1417. if ( uniform._array === undefined ) {
  1418. uniform._array = new Float32Array( 3 * value.length );
  1419. }
  1420. for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
  1421. uniform._array[ i3 + 0 ] = value[ i ].x;
  1422. uniform._array[ i3 + 1 ] = value[ i ].y;
  1423. uniform._array[ i3 + 2 ] = value[ i ].z;
  1424. }
  1425. _gl.uniform3fv( location, uniform._array );
  1426. break;
  1427. case 'v4v':
  1428. // array of THREE.Vector4
  1429. if ( uniform._array === undefined ) {
  1430. uniform._array = new Float32Array( 4 * value.length );
  1431. }
  1432. for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
  1433. uniform._array[ i4 + 0 ] = value[ i ].x;
  1434. uniform._array[ i4 + 1 ] = value[ i ].y;
  1435. uniform._array[ i4 + 2 ] = value[ i ].z;
  1436. uniform._array[ i4 + 3 ] = value[ i ].w;
  1437. }
  1438. _gl.uniform4fv( location, uniform._array );
  1439. break;
  1440. case 'm2':
  1441. // single THREE.Matrix2
  1442. _gl.uniformMatrix2fv( location, false, value.elements );
  1443. break;
  1444. case 'm3':
  1445. // single THREE.Matrix3
  1446. _gl.uniformMatrix3fv( location, false, value.elements );
  1447. break;
  1448. case 'm3v':
  1449. // array of THREE.Matrix3
  1450. if ( uniform._array === undefined ) {
  1451. uniform._array = new Float32Array( 9 * value.length );
  1452. }
  1453. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1454. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1455. }
  1456. _gl.uniformMatrix3fv( location, false, uniform._array );
  1457. break;
  1458. case 'm4':
  1459. // single THREE.Matrix4
  1460. _gl.uniformMatrix4fv( location, false, value.elements );
  1461. break;
  1462. case 'm4v':
  1463. // array of THREE.Matrix4
  1464. if ( uniform._array === undefined ) {
  1465. uniform._array = new Float32Array( 16 * value.length );
  1466. }
  1467. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1468. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1469. }
  1470. _gl.uniformMatrix4fv( location, false, uniform._array );
  1471. break;
  1472. case 't':
  1473. // single THREE.Texture (2d or cube)
  1474. texture = value;
  1475. textureUnit = getTextureUnit();
  1476. _gl.uniform1i( location, textureUnit );
  1477. if ( ! texture ) continue;
  1478. if ( texture instanceof THREE.CubeTexture ||
  1479. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1480. // CompressedTexture can have Array in image :/
  1481. setCubeTexture( texture, textureUnit );
  1482. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1483. setCubeTextureDynamic( texture.texture, textureUnit );
  1484. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1485. _this.setTexture( texture.texture, textureUnit );
  1486. } else {
  1487. _this.setTexture( texture, textureUnit );
  1488. }
  1489. break;
  1490. case 'tv':
  1491. // array of THREE.Texture (2d or cube)
  1492. if ( uniform._array === undefined ) {
  1493. uniform._array = [];
  1494. }
  1495. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1496. uniform._array[ i ] = getTextureUnit();
  1497. }
  1498. _gl.uniform1iv( location, uniform._array );
  1499. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1500. texture = uniform.value[ i ];
  1501. textureUnit = uniform._array[ i ];
  1502. if ( ! texture ) continue;
  1503. if ( texture instanceof THREE.CubeTexture ||
  1504. ( texture.image instanceof Array && texture.image.length === 6 ) ) {
  1505. // CompressedTexture can have Array in image :/
  1506. setCubeTexture( texture, textureUnit );
  1507. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1508. _this.setTexture( texture.texture, textureUnit );
  1509. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1510. setCubeTextureDynamic( texture.texture, textureUnit );
  1511. } else {
  1512. _this.setTexture( texture, textureUnit );
  1513. }
  1514. }
  1515. break;
  1516. default:
  1517. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1518. }
  1519. }
  1520. }
  1521. function setupLights ( lights, camera ) {
  1522. var l, ll, light,
  1523. r = 0, g = 0, b = 0,
  1524. color,
  1525. intensity,
  1526. distance,
  1527. viewMatrix = camera.matrixWorldInverse,
  1528. directionalLength = 0,
  1529. pointLength = 0,
  1530. spotLength = 0,
  1531. hemiLength = 0,
  1532. shadowsLength = 0;
  1533. _lights.shadowsPointLight = 0;
  1534. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1535. light = lights[ l ];
  1536. color = light.color;
  1537. intensity = light.intensity;
  1538. distance = light.distance;
  1539. if ( light instanceof THREE.AmbientLight ) {
  1540. r += color.r * intensity;
  1541. g += color.g * intensity;
  1542. b += color.b * intensity;
  1543. } else if ( light instanceof THREE.DirectionalLight ) {
  1544. var uniforms = lightCache.get( light );
  1545. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1546. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1547. uniforms.direction.sub( _vector3 );
  1548. uniforms.direction.transformDirection( viewMatrix );
  1549. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1550. if ( light.castShadow ) {
  1551. uniforms.shadow = shadowsLength;
  1552. _lights.shadows[ shadowsLength ++ ] = light;
  1553. } else {
  1554. uniforms.shadow = - 1;
  1555. }
  1556. _lights.directional[ directionalLength ++ ] = uniforms;
  1557. } else if ( light instanceof THREE.PointLight ) {
  1558. var uniforms = lightCache.get( light );
  1559. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1560. uniforms.position.applyMatrix4( viewMatrix );
  1561. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1562. uniforms.distance = light.distance;
  1563. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1564. if ( light.castShadow ) {
  1565. uniforms.shadow = shadowsLength;
  1566. _lights.shadows[ shadowsLength ++ ] = light;
  1567. _lights.shadowsPointLight ++;
  1568. } else {
  1569. uniforms.shadow = - 1;
  1570. }
  1571. _lights.point[ pointLength ++ ] = uniforms;
  1572. } else if ( light instanceof THREE.SpotLight ) {
  1573. var uniforms = lightCache.get( light );
  1574. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1575. uniforms.position.applyMatrix4( viewMatrix );
  1576. uniforms.color.copy( color ).multiplyScalar( intensity );
  1577. uniforms.distance = distance;
  1578. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1579. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1580. uniforms.direction.sub( _vector3 );
  1581. uniforms.direction.transformDirection( viewMatrix );
  1582. uniforms.angleCos = Math.cos( light.angle );
  1583. uniforms.exponent = light.exponent;
  1584. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1585. if ( light.castShadow ) {
  1586. uniforms.shadow = shadowsLength;
  1587. _lights.shadows[ shadowsLength ++ ] = light;
  1588. } else {
  1589. uniforms.shadow = - 1;
  1590. }
  1591. _lights.spot[ spotLength ++ ] = uniforms;
  1592. } else if ( light instanceof THREE.HemisphereLight ) {
  1593. var uniforms = lightCache.get( light );
  1594. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1595. uniforms.direction.transformDirection( viewMatrix );
  1596. uniforms.direction.normalize();
  1597. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  1598. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  1599. _lights.hemi[ hemiLength ++ ] = uniforms;
  1600. }
  1601. }
  1602. _lights.ambient[ 0 ] = r;
  1603. _lights.ambient[ 1 ] = g;
  1604. _lights.ambient[ 2 ] = b;
  1605. _lights.directional.length = directionalLength;
  1606. _lights.point.length = pointLength;
  1607. _lights.spot.length = spotLength;
  1608. _lights.hemi.length = hemiLength;
  1609. _lights.shadows.length = shadowsLength;
  1610. _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + shadowsLength;
  1611. }
  1612. // GL state setting
  1613. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1614. if ( cullFace === THREE.CullFaceNone ) {
  1615. state.disable( _gl.CULL_FACE );
  1616. } else {
  1617. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1618. _gl.frontFace( _gl.CW );
  1619. } else {
  1620. _gl.frontFace( _gl.CCW );
  1621. }
  1622. if ( cullFace === THREE.CullFaceBack ) {
  1623. _gl.cullFace( _gl.BACK );
  1624. } else if ( cullFace === THREE.CullFaceFront ) {
  1625. _gl.cullFace( _gl.FRONT );
  1626. } else {
  1627. _gl.cullFace( _gl.FRONT_AND_BACK );
  1628. }
  1629. state.enable( _gl.CULL_FACE );
  1630. }
  1631. };
  1632. // Textures
  1633. function setTextureParameters ( textureType, texture, isPowerOfTwoImage ) {
  1634. var extension;
  1635. if ( isPowerOfTwoImage ) {
  1636. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1637. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1638. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1639. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1640. } else {
  1641. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1642. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1643. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1644. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
  1645. }
  1646. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1647. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1648. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1649. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
  1650. }
  1651. }
  1652. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1653. if ( extension ) {
  1654. if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  1655. if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  1656. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1657. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1658. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1659. }
  1660. }
  1661. }
  1662. function uploadTexture( textureProperties, texture, slot ) {
  1663. if ( textureProperties.__webglInit === undefined ) {
  1664. textureProperties.__webglInit = true;
  1665. texture.addEventListener( 'dispose', onTextureDispose );
  1666. textureProperties.__webglTexture = _gl.createTexture();
  1667. _infoMemory.textures ++;
  1668. }
  1669. state.activeTexture( _gl.TEXTURE0 + slot );
  1670. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1671. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1672. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1673. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1674. var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  1675. if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
  1676. image = makePowerOfTwo( image );
  1677. }
  1678. var isPowerOfTwoImage = isPowerOfTwo( image ),
  1679. glFormat = paramThreeToGL( texture.format ),
  1680. glType = paramThreeToGL( texture.type );
  1681. setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );
  1682. var mipmap, mipmaps = texture.mipmaps;
  1683. if ( texture instanceof THREE.DataTexture ) {
  1684. // use manually created mipmaps if available
  1685. // if there are no manual mipmaps
  1686. // set 0 level mipmap and then use GL to generate other mipmap levels
  1687. if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  1688. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1689. mipmap = mipmaps[ i ];
  1690. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1691. }
  1692. texture.generateMipmaps = false;
  1693. } else {
  1694. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1695. }
  1696. } else if ( texture instanceof THREE.CompressedTexture ) {
  1697. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1698. mipmap = mipmaps[ i ];
  1699. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1700. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1701. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1702. } else {
  1703. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1704. }
  1705. } else {
  1706. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1707. }
  1708. }
  1709. } else {
  1710. // regular Texture (image, video, canvas)
  1711. // use manually created mipmaps if available
  1712. // if there are no manual mipmaps
  1713. // set 0 level mipmap and then use GL to generate other mipmap levels
  1714. if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  1715. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1716. mipmap = mipmaps[ i ];
  1717. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1718. }
  1719. texture.generateMipmaps = false;
  1720. } else {
  1721. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
  1722. }
  1723. }
  1724. if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1725. textureProperties.__version = texture.version;
  1726. if ( texture.onUpdate ) texture.onUpdate( texture );
  1727. }
  1728. this.setTexture = function ( texture, slot ) {
  1729. var textureProperties = properties.get( texture );
  1730. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1731. var image = texture.image;
  1732. if ( image === undefined ) {
  1733. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1734. return;
  1735. }
  1736. if ( image.complete === false ) {
  1737. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1738. return;
  1739. }
  1740. uploadTexture( textureProperties, texture, slot );
  1741. return;
  1742. }
  1743. state.activeTexture( _gl.TEXTURE0 + slot );
  1744. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1745. };
  1746. function clampToMaxSize ( image, maxSize ) {
  1747. if ( image.width > maxSize || image.height > maxSize ) {
  1748. // Warning: Scaling through the canvas will only work with images that use
  1749. // premultiplied alpha.
  1750. var scale = maxSize / Math.max( image.width, image.height );
  1751. var canvas = document.createElement( 'canvas' );
  1752. canvas.width = Math.floor( image.width * scale );
  1753. canvas.height = Math.floor( image.height * scale );
  1754. var context = canvas.getContext( '2d' );
  1755. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1756. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1757. return canvas;
  1758. }
  1759. return image;
  1760. }
  1761. function isPowerOfTwo( image ) {
  1762. return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
  1763. }
  1764. function textureNeedsPowerOfTwo( texture ) {
  1765. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
  1766. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;
  1767. return false;
  1768. }
  1769. function makePowerOfTwo( image ) {
  1770. if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
  1771. var canvas = document.createElement( 'canvas' );
  1772. canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
  1773. canvas.height = THREE.Math.nearestPowerOfTwo( image.height );
  1774. var context = canvas.getContext( '2d' );
  1775. context.drawImage( image, 0, 0, canvas.width, canvas.height );
  1776. console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1777. return canvas;
  1778. }
  1779. return image;
  1780. }
  1781. function setCubeTexture ( texture, slot ) {
  1782. var textureProperties = properties.get( texture );
  1783. if ( texture.image.length === 6 ) {
  1784. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1785. if ( ! textureProperties.__image__webglTextureCube ) {
  1786. texture.addEventListener( 'dispose', onTextureDispose );
  1787. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1788. _infoMemory.textures ++;
  1789. }
  1790. state.activeTexture( _gl.TEXTURE0 + slot );
  1791. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1792. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1793. var isCompressed = texture instanceof THREE.CompressedTexture;
  1794. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1795. var cubeImage = [];
  1796. for ( var i = 0; i < 6; i ++ ) {
  1797. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1798. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  1799. } else {
  1800. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1801. }
  1802. }
  1803. var image = cubeImage[ 0 ],
  1804. isPowerOfTwoImage = isPowerOfTwo( image ),
  1805. glFormat = paramThreeToGL( texture.format ),
  1806. glType = paramThreeToGL( texture.type );
  1807. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
  1808. for ( var i = 0; i < 6; i ++ ) {
  1809. if ( ! isCompressed ) {
  1810. if ( isDataTexture ) {
  1811. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1812. } else {
  1813. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1814. }
  1815. } else {
  1816. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1817. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1818. mipmap = mipmaps[ j ];
  1819. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1820. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1821. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1822. } else {
  1823. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1824. }
  1825. } else {
  1826. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1827. }
  1828. }
  1829. }
  1830. }
  1831. if ( texture.generateMipmaps && isPowerOfTwoImage ) {
  1832. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1833. }
  1834. textureProperties.__version = texture.version;
  1835. if ( texture.onUpdate ) texture.onUpdate( texture );
  1836. } else {
  1837. state.activeTexture( _gl.TEXTURE0 + slot );
  1838. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1839. }
  1840. }
  1841. }
  1842. function setCubeTextureDynamic ( texture, slot ) {
  1843. state.activeTexture( _gl.TEXTURE0 + slot );
  1844. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1845. }
  1846. // Render targets
  1847. // Setup storage for target texture and bind it to correct framebuffer
  1848. function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) {
  1849. var glFormat = paramThreeToGL( renderTarget.texture.format );
  1850. var glType = paramThreeToGL( renderTarget.texture.type );
  1851. state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1852. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1853. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  1854. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1855. }
  1856. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  1857. function setupRenderBufferStorage ( renderbuffer, renderTarget ) {
  1858. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1859. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1860. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1861. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1862. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1863. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1864. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1865. } else {
  1866. // FIXME: We don't support !depth !stencil
  1867. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1868. }
  1869. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1870. }
  1871. // Setup GL resources for a non-texture depth buffer
  1872. function setupDepthRenderbuffer( renderTarget ) {
  1873. var renderTargetProperties = properties.get( renderTarget );
  1874. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1875. if ( isCube ) {
  1876. renderTargetProperties.__webglDepthbuffer = [];
  1877. for ( var i = 0; i < 6; i ++ ) {
  1878. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  1879. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  1880. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  1881. }
  1882. } else {
  1883. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  1884. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  1885. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  1886. }
  1887. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1888. }
  1889. // Set up GL resources for the render target
  1890. function setupRenderTarget( renderTarget ) {
  1891. var renderTargetProperties = properties.get( renderTarget );
  1892. var textureProperties = properties.get( renderTarget.texture );
  1893. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1894. textureProperties.__webglTexture = _gl.createTexture();
  1895. _infoMemory.textures ++;
  1896. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1897. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
  1898. // Setup framebuffer
  1899. if ( isCube ) {
  1900. renderTargetProperties.__webglFramebuffer = [];
  1901. for ( var i = 0; i < 6; i ++ ) {
  1902. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1903. }
  1904. } else {
  1905. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1906. }
  1907. // Setup color buffer
  1908. if ( isCube ) {
  1909. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  1910. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  1911. for ( var i = 0; i < 6; i ++ ) {
  1912. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1913. }
  1914. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1915. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1916. } else {
  1917. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1918. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  1919. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  1920. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1921. state.bindTexture( _gl.TEXTURE_2D, null );
  1922. }
  1923. // Setup depth and stencil buffers
  1924. if ( renderTarget.depthBuffer ) {
  1925. setupDepthRenderbuffer( renderTarget );
  1926. }
  1927. }
  1928. this.setRenderTarget = function ( renderTarget ) {
  1929. _currentRenderTarget = renderTarget;
  1930. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1931. setupRenderTarget( renderTarget );
  1932. }
  1933. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1934. var framebuffer;
  1935. if ( renderTarget ) {
  1936. var renderTargetProperties = properties.get( renderTarget );
  1937. if ( isCube ) {
  1938. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1939. } else {
  1940. framebuffer = renderTargetProperties.__webglFramebuffer;
  1941. }
  1942. _currentScissor.copy( renderTarget.scissor );
  1943. _currentScissorTest = renderTarget.scissorTest;
  1944. _currentViewport.copy( renderTarget.viewport );
  1945. } else {
  1946. framebuffer = null;
  1947. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
  1948. _currentScissorTest = _scissorTest;
  1949. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
  1950. }
  1951. if ( _currentFramebuffer !== framebuffer ) {
  1952. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1953. _currentFramebuffer = framebuffer;
  1954. }
  1955. state.scissor( _currentScissor );
  1956. state.setScissorTest( _currentScissorTest );
  1957. state.viewport( _currentViewport );
  1958. if ( isCube ) {
  1959. var textureProperties = properties.get( renderTarget.texture );
  1960. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
  1961. }
  1962. };
  1963. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  1964. if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
  1965. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1966. return;
  1967. }
  1968. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1969. if ( framebuffer ) {
  1970. var restore = false;
  1971. if ( framebuffer !== _currentFramebuffer ) {
  1972. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1973. restore = true;
  1974. }
  1975. try {
  1976. var texture = renderTarget.texture;
  1977. if ( texture.format !== THREE.RGBAFormat
  1978. && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1979. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1980. return;
  1981. }
  1982. if ( texture.type !== THREE.UnsignedByteType
  1983. && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
  1984. && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
  1985. && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
  1986. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1987. return;
  1988. }
  1989. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1990. _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
  1991. } else {
  1992. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1993. }
  1994. } finally {
  1995. if ( restore ) {
  1996. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1997. }
  1998. }
  1999. }
  2000. };
  2001. function updateRenderTargetMipmap( renderTarget ) {
  2002. var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  2003. var texture = properties.get( renderTarget.texture ).__webglTexture;
  2004. state.bindTexture( target, texture );
  2005. _gl.generateMipmap( target );
  2006. state.bindTexture( target, null );
  2007. }
  2008. // Fallback filters for non-power-of-2 textures
  2009. function filterFallback ( f ) {
  2010. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  2011. return _gl.NEAREST;
  2012. }
  2013. return _gl.LINEAR;
  2014. }
  2015. // Map three.js constants to WebGL constants
  2016. function paramThreeToGL ( p ) {
  2017. var extension;
  2018. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  2019. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  2020. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  2021. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  2022. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  2023. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  2024. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  2025. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  2026. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  2027. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  2028. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  2029. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  2030. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  2031. if ( p === THREE.ByteType ) return _gl.BYTE;
  2032. if ( p === THREE.ShortType ) return _gl.SHORT;
  2033. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  2034. if ( p === THREE.IntType ) return _gl.INT;
  2035. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  2036. if ( p === THREE.FloatType ) return _gl.FLOAT;
  2037. extension = extensions.get( 'OES_texture_half_float' );
  2038. if ( extension !== null ) {
  2039. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  2040. }
  2041. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  2042. if ( p === THREE.RGBFormat ) return _gl.RGB;
  2043. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2044. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2045. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2046. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2047. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2048. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2049. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2050. if ( p === THREE.OneFactor ) return _gl.ONE;
  2051. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2052. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2053. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2054. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2055. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2056. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2057. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2058. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2059. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2060. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2061. if ( extension !== null ) {
  2062. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2063. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2064. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2065. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2066. }
  2067. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2068. if ( extension !== null ) {
  2069. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2070. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2071. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2072. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2073. }
  2074. extension = extensions.get( 'EXT_blend_minmax' );
  2075. if ( extension !== null ) {
  2076. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2077. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2078. }
  2079. return 0;
  2080. }
  2081. };