WebGLRenderer.js 84 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. _width = _canvas.width,
  13. _height = _canvas.height,
  14. pixelRatio = 1,
  15. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  16. _depth = parameters.depth !== undefined ? parameters.depth : true,
  17. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  18. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  19. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  20. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. var lights = [];
  24. var opaqueObjects = [];
  25. var opaqueObjectsLastIndex = - 1;
  26. var transparentObjects = [];
  27. var transparentObjectsLastIndex = - 1;
  28. var morphInfluences = new Float32Array( 8 );
  29. var sprites = [];
  30. var lensFlares = [];
  31. // public properties
  32. this.domElement = _canvas;
  33. this.context = null;
  34. // clearing
  35. this.autoClear = true;
  36. this.autoClearColor = true;
  37. this.autoClearDepth = true;
  38. this.autoClearStencil = true;
  39. // scene graph
  40. this.sortObjects = true;
  41. // physically based shading
  42. this.gammaFactor = 2.0; // for backwards compatibility
  43. this.gammaInput = false;
  44. this.gammaOutput = false;
  45. // morphs
  46. this.maxMorphTargets = 8;
  47. this.maxMorphNormals = 4;
  48. // flags
  49. this.autoScaleCubemaps = true;
  50. // internal properties
  51. var _this = this,
  52. // internal state cache
  53. _currentProgram = null,
  54. _currentFramebuffer = null,
  55. _currentMaterialId = - 1,
  56. _currentGeometryProgram = '',
  57. _currentCamera = null,
  58. _usedTextureUnits = 0,
  59. _viewportX = 0,
  60. _viewportY = 0,
  61. _viewportWidth = _canvas.width,
  62. _viewportHeight = _canvas.height,
  63. _currentWidth = 0,
  64. _currentHeight = 0,
  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. this.info.programs = programCache.programs;
  136. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  137. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  138. //
  139. function glClearColor( r, g, b, a ) {
  140. if ( _premultipliedAlpha === true ) {
  141. r *= a; g *= a; b *= a;
  142. }
  143. _gl.clearColor( r, g, b, a );
  144. }
  145. function setDefaultGLState() {
  146. state.init();
  147. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  148. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  149. }
  150. function resetGLState() {
  151. _currentProgram = null;
  152. _currentCamera = null;
  153. _currentGeometryProgram = '';
  154. _currentMaterialId = - 1;
  155. state.reset();
  156. }
  157. setDefaultGLState();
  158. this.context = _gl;
  159. this.capabilities = capabilities;
  160. this.extensions = extensions;
  161. this.state = state;
  162. // shadow map
  163. var shadowMap = new THREE.WebGLShadowMap( this, _lights, objects );
  164. this.shadowMap = shadowMap;
  165. // Plugins
  166. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  167. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  168. // API
  169. this.getContext = function () {
  170. return _gl;
  171. };
  172. this.getContextAttributes = function () {
  173. return _gl.getContextAttributes();
  174. };
  175. this.forceContextLoss = function () {
  176. extensions.get( 'WEBGL_lose_context' ).loseContext();
  177. };
  178. this.getMaxAnisotropy = ( function () {
  179. var value;
  180. return function getMaxAnisotropy() {
  181. if ( value !== undefined ) return value;
  182. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  183. if ( extension !== null ) {
  184. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  185. } else {
  186. value = 0;
  187. }
  188. return value;
  189. }
  190. } )();
  191. this.getPrecision = function () {
  192. return capabilities.precision;
  193. };
  194. this.getPixelRatio = function () {
  195. return pixelRatio;
  196. };
  197. this.setPixelRatio = function ( value ) {
  198. if ( value !== undefined ) pixelRatio = value;
  199. };
  200. this.getSize = function () {
  201. return {
  202. width: _width,
  203. height: _height
  204. };
  205. };
  206. this.setSize = function ( width, height, updateStyle ) {
  207. _width = width;
  208. _height = height;
  209. _canvas.width = width * pixelRatio;
  210. _canvas.height = height * pixelRatio;
  211. if ( updateStyle !== false ) {
  212. _canvas.style.width = width + 'px';
  213. _canvas.style.height = height + 'px';
  214. }
  215. this.setViewport( 0, 0, width, height );
  216. };
  217. this.setViewport = function ( x, y, width, height ) {
  218. _viewportX = x * pixelRatio;
  219. _viewportY = y * pixelRatio;
  220. _viewportWidth = width * pixelRatio;
  221. _viewportHeight = height * pixelRatio;
  222. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  223. };
  224. this.getViewport = function ( dimensions ) {
  225. dimensions.x = _viewportX / pixelRatio;
  226. dimensions.y = _viewportY / pixelRatio;
  227. dimensions.z = _viewportWidth / pixelRatio;
  228. dimensions.w = _viewportHeight / pixelRatio;
  229. };
  230. this.setScissor = function ( x, y, width, height ) {
  231. _gl.scissor(
  232. x * pixelRatio,
  233. y * pixelRatio,
  234. width * pixelRatio,
  235. height * pixelRatio
  236. );
  237. };
  238. this.enableScissorTest = function ( boolean ) {
  239. state.setScissorTest( boolean );
  240. };
  241. // Clearing
  242. this.getClearColor = function () {
  243. return _clearColor;
  244. };
  245. this.setClearColor = function ( color, alpha ) {
  246. _clearColor.set( color );
  247. _clearAlpha = alpha !== undefined ? alpha : 1;
  248. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  249. };
  250. this.getClearAlpha = function () {
  251. return _clearAlpha;
  252. };
  253. this.setClearAlpha = function ( alpha ) {
  254. _clearAlpha = alpha;
  255. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  256. };
  257. this.clear = function ( color, depth, stencil ) {
  258. var bits = 0;
  259. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  260. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  261. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  262. _gl.clear( bits );
  263. };
  264. this.clearColor = function () {
  265. _gl.clear( _gl.COLOR_BUFFER_BIT );
  266. };
  267. this.clearDepth = function () {
  268. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  269. };
  270. this.clearStencil = function () {
  271. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  272. };
  273. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  274. this.setRenderTarget( renderTarget );
  275. this.clear( color, depth, stencil );
  276. };
  277. // Reset
  278. this.resetGLState = resetGLState;
  279. this.dispose = function() {
  280. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  281. };
  282. // Events
  283. function onContextLost( event ) {
  284. event.preventDefault();
  285. resetGLState();
  286. setDefaultGLState();
  287. properties.clear();
  288. };
  289. function onTextureDispose( event ) {
  290. var texture = event.target;
  291. texture.removeEventListener( 'dispose', onTextureDispose );
  292. deallocateTexture( texture );
  293. _infoMemory.textures --;
  294. }
  295. function onRenderTargetDispose( event ) {
  296. var renderTarget = event.target;
  297. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  298. deallocateRenderTarget( renderTarget );
  299. _infoMemory.textures --;
  300. }
  301. function onMaterialDispose( event ) {
  302. var material = event.target;
  303. material.removeEventListener( 'dispose', onMaterialDispose );
  304. deallocateMaterial( material );
  305. }
  306. // Buffer deallocation
  307. function deallocateTexture( texture ) {
  308. var textureProperties = properties.get( texture );
  309. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  310. // cube texture
  311. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  312. } else {
  313. // 2D texture
  314. if ( textureProperties.__webglInit === undefined ) return;
  315. _gl.deleteTexture( textureProperties.__webglTexture );
  316. }
  317. // remove all webgl properties
  318. properties.delete( texture );
  319. }
  320. function deallocateRenderTarget( renderTarget ) {
  321. var renderTargetProperties = properties.get( renderTarget );
  322. var textureProperties = properties.get( renderTarget.texture );
  323. if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
  324. _gl.deleteTexture( textureProperties.__webglTexture );
  325. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  326. for ( var i = 0; i < 6; i ++ ) {
  327. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  328. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  329. }
  330. } else {
  331. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  332. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  333. }
  334. properties.delete( renderTarget.texture );
  335. properties.delete( renderTarget );
  336. }
  337. function deallocateMaterial( material ) {
  338. releaseMaterialProgramReference( material );
  339. properties.delete( material );
  340. }
  341. function releaseMaterialProgramReference( material ) {
  342. var programInfo = properties.get( material ).program;
  343. material.program = undefined;
  344. if ( programInfo !== undefined ) {
  345. programCache.releaseProgram( programInfo );
  346. }
  347. }
  348. // Buffer rendering
  349. this.renderBufferImmediate = function ( object, program, material ) {
  350. state.initAttributes();
  351. var buffers = properties.get( object );
  352. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  353. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  354. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  355. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  356. var attributes = program.getAttributes();
  357. if ( object.hasPositions ) {
  358. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  359. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  360. state.enableAttribute( attributes.position );
  361. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  362. }
  363. if ( object.hasNormals ) {
  364. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  365. if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) {
  366. for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  367. var array = object.normalArray;
  368. var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  369. var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  370. var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  371. array[ i + 0 ] = nx;
  372. array[ i + 1 ] = ny;
  373. array[ i + 2 ] = nz;
  374. array[ i + 3 ] = nx;
  375. array[ i + 4 ] = ny;
  376. array[ i + 5 ] = nz;
  377. array[ i + 6 ] = nx;
  378. array[ i + 7 ] = ny;
  379. array[ i + 8 ] = nz;
  380. }
  381. }
  382. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  383. state.enableAttribute( attributes.normal );
  384. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  385. }
  386. if ( object.hasUvs && material.map ) {
  387. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  388. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  389. state.enableAttribute( attributes.uv );
  390. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  391. }
  392. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  393. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  394. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  395. state.enableAttribute( attributes.color );
  396. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  397. }
  398. state.disableUnusedAttributes();
  399. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  400. object.count = 0;
  401. };
  402. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  403. setMaterial( material );
  404. var program = setProgram( camera, fog, material, object );
  405. var updateBuffers = false;
  406. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  407. if ( geometryProgram !== _currentGeometryProgram ) {
  408. _currentGeometryProgram = geometryProgram;
  409. updateBuffers = true;
  410. }
  411. // morph targets
  412. var morphTargetInfluences = object.morphTargetInfluences;
  413. if ( morphTargetInfluences !== undefined ) {
  414. var activeInfluences = [];
  415. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  416. var influence = morphTargetInfluences[ i ];
  417. activeInfluences.push( [ influence, i ] );
  418. }
  419. activeInfluences.sort( numericalSort );
  420. if ( activeInfluences.length > 8 ) {
  421. activeInfluences.length = 8;
  422. }
  423. var morphAttributes = geometry.morphAttributes;
  424. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  425. var influence = activeInfluences[ i ];
  426. morphInfluences[ i ] = influence[ 0 ];
  427. if ( influence[ 0 ] !== 0 ) {
  428. var index = influence[ 1 ];
  429. if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  430. if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  431. } else {
  432. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  433. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  434. }
  435. }
  436. var uniforms = program.getUniforms();
  437. if ( uniforms.morphTargetInfluences !== null ) {
  438. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  439. }
  440. updateBuffers = true;
  441. }
  442. //
  443. var index = geometry.index;
  444. var position = geometry.attributes.position;
  445. if ( material.wireframe === true ) {
  446. index = objects.getWireframeAttribute( geometry );
  447. }
  448. var renderer;
  449. if ( index !== null ) {
  450. renderer = indexedBufferRenderer;
  451. renderer.setIndex( index );
  452. } else {
  453. renderer = bufferRenderer;
  454. }
  455. if ( updateBuffers ) {
  456. setupVertexAttributes( material, program, geometry );
  457. if ( index !== null ) {
  458. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  459. }
  460. }
  461. //
  462. var dataStart = 0;
  463. var dataCount = Infinity;
  464. if ( index !== null ) {
  465. dataCount = index.count
  466. } else if ( position !== undefined ) {
  467. dataCount = position.count;
  468. }
  469. var rangeStart = geometry.drawRange.start;
  470. var rangeCount = geometry.drawRange.count;
  471. var groupStart = group !== null ? group.start : 0;
  472. var groupCount = group !== null ? group.count : Infinity;
  473. var drawStart = Math.max( dataStart, rangeStart, groupStart );
  474. var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  475. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  476. //
  477. if ( object instanceof THREE.Mesh ) {
  478. if ( material.wireframe === true ) {
  479. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  480. renderer.setMode( _gl.LINES );
  481. } else {
  482. switch ( object.drawMode ) {
  483. case THREE.TrianglesDrawMode:
  484. renderer.setMode( _gl.TRIANGLES );
  485. break;
  486. case THREE.TriangleStripDrawMode:
  487. renderer.setMode( _gl.TRIANGLE_STRIP );
  488. break;
  489. case THREE.TriangleFanDrawMode:
  490. renderer.setMode( _gl.TRIANGLE_FAN );
  491. break;
  492. }
  493. }
  494. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  495. renderer.renderInstances( geometry, drawStart, drawCount );
  496. } else {
  497. renderer.render( drawStart, drawCount );
  498. }
  499. } else if ( object instanceof THREE.Line ) {
  500. var lineWidth = material.linewidth;
  501. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  502. state.setLineWidth( lineWidth * pixelRatio );
  503. if ( object instanceof THREE.LineSegments ) {
  504. renderer.setMode( _gl.LINES );
  505. } else {
  506. renderer.setMode( _gl.LINE_STRIP );
  507. }
  508. renderer.render( drawStart, drawCount );
  509. } else if ( object instanceof THREE.Points ) {
  510. renderer.setMode( _gl.POINTS );
  511. renderer.render( drawStart, drawCount );
  512. }
  513. };
  514. function setupVertexAttributes( material, program, geometry, startIndex ) {
  515. var extension;
  516. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  517. extension = extensions.get( 'ANGLE_instanced_arrays' );
  518. if ( extension === null ) {
  519. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  520. return;
  521. }
  522. }
  523. if ( startIndex === undefined ) startIndex = 0;
  524. state.initAttributes();
  525. var geometryAttributes = geometry.attributes;
  526. var programAttributes = program.getAttributes();
  527. var materialDefaultAttributeValues = material.defaultAttributeValues;
  528. for ( var name in programAttributes ) {
  529. var programAttribute = programAttributes[ name ];
  530. if ( programAttribute >= 0 ) {
  531. var geometryAttribute = geometryAttributes[ name ];
  532. if ( geometryAttribute !== undefined ) {
  533. var size = geometryAttribute.itemSize;
  534. var buffer = objects.getAttributeBuffer( geometryAttribute );
  535. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  536. var data = geometryAttribute.data;
  537. var stride = data.stride;
  538. var offset = geometryAttribute.offset;
  539. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  540. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
  541. if ( geometry.maxInstancedCount === undefined ) {
  542. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  543. }
  544. } else {
  545. state.enableAttribute( programAttribute );
  546. }
  547. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  548. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  549. } else {
  550. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  551. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
  552. if ( geometry.maxInstancedCount === undefined ) {
  553. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  554. }
  555. } else {
  556. state.enableAttribute( programAttribute );
  557. }
  558. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  559. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  560. }
  561. } else if ( materialDefaultAttributeValues !== undefined ) {
  562. var value = materialDefaultAttributeValues[ name ];
  563. if ( value !== undefined ) {
  564. switch ( value.length ) {
  565. case 2:
  566. _gl.vertexAttrib2fv( programAttribute, value );
  567. break;
  568. case 3:
  569. _gl.vertexAttrib3fv( programAttribute, value );
  570. break;
  571. case 4:
  572. _gl.vertexAttrib4fv( programAttribute, value );
  573. break;
  574. default:
  575. _gl.vertexAttrib1fv( programAttribute, value );
  576. }
  577. }
  578. }
  579. }
  580. }
  581. state.disableUnusedAttributes();
  582. }
  583. // Sorting
  584. function numericalSort ( a, b ) {
  585. return b[ 0 ] - a[ 0 ];
  586. }
  587. function painterSortStable ( a, b ) {
  588. if ( a.object.renderOrder !== b.object.renderOrder ) {
  589. return a.object.renderOrder - b.object.renderOrder;
  590. } else if ( a.material.id !== b.material.id ) {
  591. return a.material.id - b.material.id;
  592. } else if ( a.z !== b.z ) {
  593. return a.z - b.z;
  594. } else {
  595. return a.id - b.id;
  596. }
  597. }
  598. function reversePainterSortStable ( a, b ) {
  599. if ( a.object.renderOrder !== b.object.renderOrder ) {
  600. return a.object.renderOrder - b.object.renderOrder;
  601. } if ( a.z !== b.z ) {
  602. return b.z - a.z;
  603. } else {
  604. return a.id - b.id;
  605. }
  606. }
  607. // Rendering
  608. this.render = function ( scene, camera, renderTarget, forceClear ) {
  609. if ( camera instanceof THREE.Camera === false ) {
  610. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  611. return;
  612. }
  613. var fog = scene.fog;
  614. // reset caching for this frame
  615. _currentGeometryProgram = '';
  616. _currentMaterialId = - 1;
  617. _currentCamera = null;
  618. // update scene graph
  619. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  620. // update camera matrices and frustum
  621. if ( camera.parent === null ) camera.updateMatrixWorld();
  622. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  623. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  624. _frustum.setFromMatrix( _projScreenMatrix );
  625. lights.length = 0;
  626. opaqueObjectsLastIndex = - 1;
  627. transparentObjectsLastIndex = - 1;
  628. sprites.length = 0;
  629. lensFlares.length = 0;
  630. projectObject( scene, camera );
  631. opaqueObjects.length = opaqueObjectsLastIndex + 1;
  632. transparentObjects.length = transparentObjectsLastIndex + 1;
  633. if ( _this.sortObjects === true ) {
  634. opaqueObjects.sort( painterSortStable );
  635. transparentObjects.sort( reversePainterSortStable );
  636. }
  637. setupLights( lights, camera );
  638. //
  639. shadowMap.render( scene, camera );
  640. //
  641. _infoRender.calls = 0;
  642. _infoRender.vertices = 0;
  643. _infoRender.faces = 0;
  644. _infoRender.points = 0;
  645. this.setRenderTarget( renderTarget );
  646. if ( this.autoClear || forceClear ) {
  647. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  648. }
  649. //
  650. if ( scene.overrideMaterial ) {
  651. var overrideMaterial = scene.overrideMaterial;
  652. renderObjects( opaqueObjects, camera, fog, overrideMaterial );
  653. renderObjects( transparentObjects, camera, fog, overrideMaterial );
  654. } else {
  655. // opaque pass (front-to-back order)
  656. state.setBlending( THREE.NoBlending );
  657. renderObjects( opaqueObjects, camera, fog );
  658. // transparent pass (back-to-front order)
  659. renderObjects( transparentObjects, camera, fog );
  660. }
  661. // custom render plugins (post pass)
  662. spritePlugin.render( scene, camera );
  663. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  664. // Generate mipmap if we're using any kind of mipmap filtering
  665. if ( renderTarget ) {
  666. var texture = renderTarget.texture;
  667. if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
  668. texture.minFilter !== THREE.NearestFilter &&
  669. texture.minFilter !== THREE.LinearFilter ) {
  670. updateRenderTargetMipmap( renderTarget );
  671. }
  672. }
  673. // Ensure depth buffer writing is enabled so it can be cleared on next render
  674. state.setDepthTest( true );
  675. state.setDepthWrite( true );
  676. state.setColorWrite( true );
  677. // _gl.finish();
  678. };
  679. function pushRenderItem( object, geometry, material, z, group ) {
  680. var array, index;
  681. // allocate the next position in the appropriate array
  682. if ( material.transparent ) {
  683. array = transparentObjects;
  684. index = ++ transparentObjectsLastIndex;
  685. } else {
  686. array = opaqueObjects;
  687. index = ++ opaqueObjectsLastIndex;
  688. }
  689. // recycle existing render item or grow the array
  690. var renderItem = array[ index ];
  691. if ( renderItem !== undefined ) {
  692. renderItem.id = object.id;
  693. renderItem.object = object;
  694. renderItem.geometry = geometry;
  695. renderItem.material = material;
  696. renderItem.z = _vector3.z;
  697. renderItem.group = group;
  698. } else {
  699. renderItem = {
  700. id: object.id,
  701. object: object,
  702. geometry: geometry,
  703. material: material,
  704. z: _vector3.z,
  705. group: group
  706. };
  707. // assert( index === array.length );
  708. array.push( renderItem );
  709. }
  710. }
  711. function projectObject( object, camera ) {
  712. if ( object.visible === false ) return;
  713. if ( object.layers.test( camera.layers ) ) {
  714. if ( object instanceof THREE.Light ) {
  715. lights.push( object );
  716. } else if ( object instanceof THREE.Sprite ) {
  717. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  718. sprites.push( object );
  719. }
  720. } else if ( object instanceof THREE.LensFlare ) {
  721. lensFlares.push( object );
  722. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  723. if ( _this.sortObjects === true ) {
  724. _vector3.setFromMatrixPosition( object.matrixWorld );
  725. _vector3.applyProjection( _projScreenMatrix );
  726. }
  727. pushRenderItem( object, null, object.material, _vector3.z, null );
  728. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  729. if ( object instanceof THREE.SkinnedMesh ) {
  730. object.skeleton.update();
  731. }
  732. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  733. var material = object.material;
  734. if ( material.visible === true ) {
  735. if ( _this.sortObjects === true ) {
  736. _vector3.setFromMatrixPosition( object.matrixWorld );
  737. _vector3.applyProjection( _projScreenMatrix );
  738. }
  739. var geometry = objects.update( object );
  740. if ( material instanceof THREE.MeshFaceMaterial ) {
  741. var groups = geometry.groups;
  742. var materials = material.materials;
  743. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  744. var group = groups[ i ];
  745. var groupMaterial = materials[ group.materialIndex ];
  746. if ( groupMaterial.visible === true ) {
  747. pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  748. }
  749. }
  750. } else {
  751. pushRenderItem( object, geometry, material, _vector3.z, null );
  752. }
  753. }
  754. }
  755. }
  756. }
  757. var children = object.children;
  758. for ( var i = 0, l = children.length; i < l; i ++ ) {
  759. projectObject( children[ i ], camera );
  760. }
  761. }
  762. function renderObjects( renderList, camera, fog, overrideMaterial ) {
  763. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  764. var renderItem = renderList[ i ];
  765. var object = renderItem.object;
  766. var geometry = renderItem.geometry;
  767. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  768. var group = renderItem.group;
  769. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  770. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  771. if ( object instanceof THREE.ImmediateRenderObject ) {
  772. setMaterial( material );
  773. var program = setProgram( camera, fog, material, object );
  774. _currentGeometryProgram = '';
  775. object.render( function ( object ) {
  776. _this.renderBufferImmediate( object, program, material );
  777. } );
  778. } else {
  779. _this.renderBufferDirect( camera, fog, geometry, material, object, group );
  780. }
  781. }
  782. }
  783. function initMaterial( material, fog, object ) {
  784. var materialProperties = properties.get( material );
  785. var parameters = programCache.getParameters( material, _lights, fog, object );
  786. var code = programCache.getProgramCode( material, parameters );
  787. var program = materialProperties.program;
  788. var programChange = true;
  789. if ( program === undefined ) {
  790. // new material
  791. material.addEventListener( 'dispose', onMaterialDispose );
  792. } else if ( program.code !== code ) {
  793. // changed glsl or parameters
  794. releaseMaterialProgramReference( material );
  795. } else if ( parameters.shaderID !== undefined ) {
  796. // same glsl and uniform list
  797. return;
  798. } else {
  799. // only rebuild uniform list
  800. programChange = false;
  801. }
  802. if ( programChange ) {
  803. if ( parameters.shaderID ) {
  804. var shader = THREE.ShaderLib[ parameters.shaderID ];
  805. materialProperties.__webglShader = {
  806. name: material.type,
  807. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  808. vertexShader: shader.vertexShader,
  809. fragmentShader: shader.fragmentShader
  810. };
  811. } else {
  812. materialProperties.__webglShader = {
  813. name: material.type,
  814. uniforms: material.uniforms,
  815. vertexShader: material.vertexShader,
  816. fragmentShader: material.fragmentShader
  817. };
  818. }
  819. material.__webglShader = materialProperties.__webglShader;
  820. program = programCache.acquireProgram( material, parameters, code );
  821. materialProperties.program = program;
  822. material.program = program;
  823. }
  824. var attributes = program.getAttributes();
  825. if ( material.morphTargets ) {
  826. material.numSupportedMorphTargets = 0;
  827. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  828. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  829. material.numSupportedMorphTargets ++;
  830. }
  831. }
  832. }
  833. if ( material.morphNormals ) {
  834. material.numSupportedMorphNormals = 0;
  835. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  836. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  837. material.numSupportedMorphNormals ++;
  838. }
  839. }
  840. }
  841. materialProperties.uniformsList = [];
  842. var uniforms = materialProperties.__webglShader.uniforms,
  843. uniformLocations = materialProperties.program.getUniforms();
  844. for ( var u in uniforms ) {
  845. var location = uniformLocations[ u ];
  846. if ( location ) {
  847. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  848. }
  849. }
  850. if ( material instanceof THREE.MeshPhongMaterial ||
  851. material instanceof THREE.MeshLambertMaterial ||
  852. material instanceof THREE.MeshStandardMaterial ||
  853. material.lights ) {
  854. // store the light setup it was created for
  855. materialProperties.lightsHash = _lights.hash;
  856. // wire up the material to this renderer's lighting state
  857. uniforms.ambientLightColor.value = _lights.ambient;
  858. uniforms.directionalLights.value = _lights.directional;
  859. uniforms.pointLights.value = _lights.point;
  860. uniforms.spotLights.value = _lights.spot;
  861. uniforms.hemisphereLights.value = _lights.hemi;
  862. }
  863. // detect dynamic uniforms
  864. materialProperties.hasDynamicUniforms = false;
  865. for ( var j = 0, jl = materialProperties.uniformsList.length; j < jl; j ++ ) {
  866. var uniform = materialProperties.uniformsList[ j ][ 0 ];
  867. if ( uniform.dynamic === true ) {
  868. materialProperties.hasDynamicUniforms = true;
  869. break;
  870. }
  871. }
  872. }
  873. function setMaterial( material ) {
  874. setMaterialFaces( material );
  875. if ( material.transparent === true ) {
  876. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  877. } else {
  878. state.setBlending( THREE.NoBlending );
  879. }
  880. state.setDepthFunc( material.depthFunc );
  881. state.setDepthTest( material.depthTest );
  882. state.setDepthWrite( material.depthWrite );
  883. state.setColorWrite( material.colorWrite );
  884. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  885. }
  886. function setMaterialFaces( material ) {
  887. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  888. state.setFlipSided( material.side === THREE.BackSide );
  889. }
  890. function setProgram( camera, fog, material, object ) {
  891. _usedTextureUnits = 0;
  892. var materialProperties = properties.get( material );
  893. if ( materialProperties.program === undefined ) {
  894. material.needsUpdate = true;
  895. }
  896. if ( materialProperties.lightsHash !== undefined &&
  897. materialProperties.lightsHash !== _lights.hash ) {
  898. material.needsUpdate = true;
  899. }
  900. if ( material.needsUpdate ) {
  901. initMaterial( material, fog, object );
  902. material.needsUpdate = false;
  903. }
  904. var refreshProgram = false;
  905. var refreshMaterial = false;
  906. var refreshLights = false;
  907. var program = materialProperties.program,
  908. p_uniforms = program.getUniforms(),
  909. m_uniforms = materialProperties.__webglShader.uniforms;
  910. if ( program.id !== _currentProgram ) {
  911. _gl.useProgram( program.program );
  912. _currentProgram = program.id;
  913. refreshProgram = true;
  914. refreshMaterial = true;
  915. refreshLights = true;
  916. }
  917. if ( material.id !== _currentMaterialId ) {
  918. _currentMaterialId = material.id;
  919. refreshMaterial = true;
  920. }
  921. if ( refreshProgram || camera !== _currentCamera ) {
  922. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  923. if ( capabilities.logarithmicDepthBuffer ) {
  924. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  925. }
  926. if ( camera !== _currentCamera ) {
  927. _currentCamera = camera;
  928. // lighting uniforms depend on the camera so enforce an update
  929. // now, in case this material supports lights - or later, when
  930. // the next material that does gets activated:
  931. refreshMaterial = true; // set to true on material change
  932. refreshLights = true; // remains set until update done
  933. }
  934. // load material specific uniforms
  935. // (shader material also gets them for the sake of genericity)
  936. if ( material instanceof THREE.ShaderMaterial ||
  937. material instanceof THREE.MeshPhongMaterial ||
  938. material instanceof THREE.MeshStandardMaterial ||
  939. material.envMap ) {
  940. if ( p_uniforms.cameraPosition !== undefined ) {
  941. _vector3.setFromMatrixPosition( camera.matrixWorld );
  942. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  943. }
  944. }
  945. if ( material instanceof THREE.MeshPhongMaterial ||
  946. material instanceof THREE.MeshLambertMaterial ||
  947. material instanceof THREE.MeshBasicMaterial ||
  948. material instanceof THREE.MeshStandardMaterial ||
  949. material instanceof THREE.ShaderMaterial ||
  950. material.skinning ) {
  951. if ( p_uniforms.viewMatrix !== undefined ) {
  952. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  953. }
  954. }
  955. }
  956. // skinning uniforms must be set even if material didn't change
  957. // auto-setting of texture unit for bone texture must go before other textures
  958. // not sure why, but otherwise weird things happen
  959. if ( material.skinning ) {
  960. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  961. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  962. }
  963. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  964. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  965. }
  966. if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  967. if ( p_uniforms.boneTexture !== undefined ) {
  968. var textureUnit = getTextureUnit();
  969. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  970. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  971. }
  972. if ( p_uniforms.boneTextureWidth !== undefined ) {
  973. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  974. }
  975. if ( p_uniforms.boneTextureHeight !== undefined ) {
  976. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  977. }
  978. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  979. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  980. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  981. }
  982. }
  983. }
  984. if ( refreshMaterial ) {
  985. if ( material instanceof THREE.MeshPhongMaterial ||
  986. material instanceof THREE.MeshLambertMaterial ||
  987. material instanceof THREE.MeshStandardMaterial ||
  988. material.lights ) {
  989. // the current material requires lighting info
  990. // note: all lighting uniforms are always set correctly
  991. // they simply reference the renderer's state for their
  992. // values
  993. //
  994. // use the current material's .needsUpdate flags to set
  995. // the GL state when required
  996. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  997. }
  998. // refresh uniforms common to several materials
  999. if ( fog && material.fog ) {
  1000. refreshUniformsFog( m_uniforms, fog );
  1001. }
  1002. if ( material instanceof THREE.MeshBasicMaterial ||
  1003. material instanceof THREE.MeshLambertMaterial ||
  1004. material instanceof THREE.MeshPhongMaterial ||
  1005. material instanceof THREE.MeshStandardMaterial ) {
  1006. refreshUniformsCommon( m_uniforms, material );
  1007. }
  1008. // refresh single material specific uniforms
  1009. if ( material instanceof THREE.LineBasicMaterial ) {
  1010. refreshUniformsLine( m_uniforms, material );
  1011. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1012. refreshUniformsLine( m_uniforms, material );
  1013. refreshUniformsDash( m_uniforms, material );
  1014. } else if ( material instanceof THREE.PointsMaterial ) {
  1015. refreshUniformsPoints( m_uniforms, material );
  1016. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1017. refreshUniformsPhong( m_uniforms, material );
  1018. } else if ( material instanceof THREE.MeshStandardMaterial ) {
  1019. refreshUniformsStandard( m_uniforms, material );
  1020. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1021. m_uniforms.mNear.value = camera.near;
  1022. m_uniforms.mFar.value = camera.far;
  1023. m_uniforms.opacity.value = material.opacity;
  1024. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1025. m_uniforms.opacity.value = material.opacity;
  1026. }
  1027. if ( shadowMap.enabled ) {
  1028. if ( object.receiveShadow && ! material._shadowPass ) {
  1029. refreshUniformsShadow( m_uniforms, camera );
  1030. }
  1031. }
  1032. // load common uniforms
  1033. loadUniformsGeneric( materialProperties.uniformsList );
  1034. }
  1035. loadUniformsMatrices( p_uniforms, object );
  1036. if ( p_uniforms.modelMatrix !== undefined ) {
  1037. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1038. }
  1039. if ( materialProperties.hasDynamicUniforms === true ) {
  1040. updateDynamicUniforms( materialProperties.uniformsList, object, camera );
  1041. }
  1042. return program;
  1043. }
  1044. function updateDynamicUniforms ( uniforms, object, camera ) {
  1045. var dynamicUniforms = [];
  1046. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1047. var uniform = uniforms[ j ][ 0 ];
  1048. var onUpdateCallback = uniform.onUpdateCallback;
  1049. if ( onUpdateCallback !== undefined ) {
  1050. onUpdateCallback.bind( uniform )( object, camera );
  1051. dynamicUniforms.push( uniforms[ j ] );
  1052. }
  1053. }
  1054. loadUniformsGeneric( dynamicUniforms );
  1055. }
  1056. // Uniforms (refresh uniforms objects)
  1057. function refreshUniformsCommon ( uniforms, material ) {
  1058. uniforms.opacity.value = material.opacity;
  1059. uniforms.diffuse.value = material.color;
  1060. if ( material.emissive ) {
  1061. uniforms.emissive.value = material.emissive;
  1062. }
  1063. uniforms.map.value = material.map;
  1064. uniforms.specularMap.value = material.specularMap;
  1065. uniforms.alphaMap.value = material.alphaMap;
  1066. if ( material.aoMap ) {
  1067. uniforms.aoMap.value = material.aoMap;
  1068. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1069. }
  1070. // uv repeat and offset setting priorities
  1071. // 1. color map
  1072. // 2. specular map
  1073. // 3. normal map
  1074. // 4. bump map
  1075. // 5. alpha map
  1076. // 6. emissive map
  1077. var uvScaleMap;
  1078. if ( material.map ) {
  1079. uvScaleMap = material.map;
  1080. } else if ( material.specularMap ) {
  1081. uvScaleMap = material.specularMap;
  1082. } else if ( material.displacementMap ) {
  1083. uvScaleMap = material.displacementMap;
  1084. } else if ( material.normalMap ) {
  1085. uvScaleMap = material.normalMap;
  1086. } else if ( material.bumpMap ) {
  1087. uvScaleMap = material.bumpMap;
  1088. } else if ( material.alphaMap ) {
  1089. uvScaleMap = material.alphaMap;
  1090. } else if ( material.emissiveMap ) {
  1091. uvScaleMap = material.emissiveMap;
  1092. }
  1093. if ( uvScaleMap !== undefined ) {
  1094. if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) uvScaleMap = uvScaleMap.texture;
  1095. var offset = uvScaleMap.offset;
  1096. var repeat = uvScaleMap.repeat;
  1097. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1098. }
  1099. uniforms.envMap.value = material.envMap;
  1100. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1101. uniforms.reflectivity.value = material.reflectivity;
  1102. uniforms.refractionRatio.value = material.refractionRatio;
  1103. }
  1104. function refreshUniformsLine ( uniforms, material ) {
  1105. uniforms.diffuse.value = material.color;
  1106. uniforms.opacity.value = material.opacity;
  1107. }
  1108. function refreshUniformsDash ( uniforms, material ) {
  1109. uniforms.dashSize.value = material.dashSize;
  1110. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1111. uniforms.scale.value = material.scale;
  1112. }
  1113. function refreshUniformsPoints ( uniforms, material ) {
  1114. uniforms.psColor.value = material.color;
  1115. uniforms.opacity.value = material.opacity;
  1116. uniforms.size.value = material.size * pixelRatio;
  1117. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1118. uniforms.map.value = material.map;
  1119. if ( material.map !== null ) {
  1120. var offset = material.map.offset;
  1121. var repeat = material.map.repeat;
  1122. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1123. }
  1124. }
  1125. function refreshUniformsFog ( uniforms, fog ) {
  1126. uniforms.fogColor.value = fog.color;
  1127. if ( fog instanceof THREE.Fog ) {
  1128. uniforms.fogNear.value = fog.near;
  1129. uniforms.fogFar.value = fog.far;
  1130. } else if ( fog instanceof THREE.FogExp2 ) {
  1131. uniforms.fogDensity.value = fog.density;
  1132. }
  1133. }
  1134. function refreshUniformsPhong ( uniforms, material ) {
  1135. uniforms.specular.value = material.specular;
  1136. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1137. if ( material.lightMap ) {
  1138. uniforms.lightMap.value = material.lightMap;
  1139. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1140. }
  1141. if ( material.emissiveMap ) {
  1142. uniforms.emissiveMap.value = material.emissiveMap;
  1143. }
  1144. if ( material.bumpMap ) {
  1145. uniforms.bumpMap.value = material.bumpMap;
  1146. uniforms.bumpScale.value = material.bumpScale;
  1147. }
  1148. if ( material.normalMap ) {
  1149. uniforms.normalMap.value = material.normalMap;
  1150. uniforms.normalScale.value.copy( material.normalScale );
  1151. }
  1152. if ( material.displacementMap ) {
  1153. uniforms.displacementMap.value = material.displacementMap;
  1154. uniforms.displacementScale.value = material.displacementScale;
  1155. uniforms.displacementBias.value = material.displacementBias;
  1156. }
  1157. }
  1158. function refreshUniformsStandard ( uniforms, material ) {
  1159. uniforms.roughness.value = material.roughness;
  1160. //uniforms.reflectivity.value = material.reflectivity; // part of uniforms common
  1161. uniforms.metalness.value = material.metalness;
  1162. if ( material.roughnessMap ) {
  1163. uniforms.roughnessMap.value = material.roughnessMap;
  1164. }
  1165. if ( material.reflectivityMap ) {
  1166. uniforms.reflectivityMap.value = material.reflectivityMap;
  1167. }
  1168. if ( material.metalnessMap ) {
  1169. uniforms.metalnessMap.value = material.metalnessMap;
  1170. }
  1171. if ( material.lightMap ) {
  1172. uniforms.lightMap.value = material.lightMap;
  1173. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1174. }
  1175. if ( material.emissiveMap ) {
  1176. uniforms.emissiveMap.value = material.emissiveMap;
  1177. }
  1178. if ( material.bumpMap ) {
  1179. uniforms.bumpMap.value = material.bumpMap;
  1180. uniforms.bumpScale.value = material.bumpScale;
  1181. }
  1182. if ( material.normalMap ) {
  1183. uniforms.normalMap.value = material.normalMap;
  1184. uniforms.normalScale.value.copy( material.normalScale );
  1185. }
  1186. if ( material.displacementMap ) {
  1187. uniforms.displacementMap.value = material.displacementMap;
  1188. uniforms.displacementScale.value = material.displacementScale;
  1189. uniforms.displacementBias.value = material.displacementBias;
  1190. }
  1191. if ( material.envMap ) {
  1192. //uniforms.envMap.value = material.envMap; // part of uniforms common
  1193. uniforms.envMapIntensity.value = material.envMapIntensity;
  1194. }
  1195. }
  1196. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1197. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1198. uniforms.ambientLightColor.needsUpdate = value;
  1199. uniforms.directionalLights.needsUpdate = value;
  1200. uniforms.pointLights.needsUpdate = value;
  1201. uniforms.spotLights.needsUpdate = value;
  1202. uniforms.hemisphereLights.needsUpdate = value;
  1203. }
  1204. function refreshUniformsShadow ( uniforms, camera ) {
  1205. if ( uniforms.shadowMatrix ) {
  1206. var j = 0;
  1207. var shadows = _lights.shadows;
  1208. for ( var i = 0, il = shadows.length; i < il; i ++ ) {
  1209. var light = shadows[ i ];
  1210. if ( light instanceof THREE.PointLight || light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {
  1211. var shadow = light.shadow;
  1212. if ( light instanceof THREE.PointLight ) {
  1213. // for point lights we set the shadow matrix to be a translation-only matrix
  1214. // equal to inverse of the light's position
  1215. _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
  1216. shadow.matrix.identity().setPosition( _vector3 );
  1217. // for point lights we set the sign of the shadowDarkness uniform to be negative
  1218. uniforms.shadowDarkness.value[ j ] = - shadow.darkness;
  1219. } else {
  1220. uniforms.shadowDarkness.value[ j ] = shadow.darkness;
  1221. }
  1222. uniforms.shadowMatrix.value[ j ] = shadow.matrix;
  1223. uniforms.shadowMap.value[ j ] = shadow.map;
  1224. uniforms.shadowMapSize.value[ j ] = shadow.mapSize;
  1225. uniforms.shadowBias.value[ j ] = shadow.bias;
  1226. j ++;
  1227. }
  1228. }
  1229. }
  1230. }
  1231. // Uniforms (load to GPU)
  1232. function loadUniformsMatrices ( uniforms, object ) {
  1233. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1234. if ( uniforms.normalMatrix ) {
  1235. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1236. }
  1237. }
  1238. function getTextureUnit() {
  1239. var textureUnit = _usedTextureUnits;
  1240. if ( textureUnit >= capabilities.maxTextures ) {
  1241. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  1242. }
  1243. _usedTextureUnits += 1;
  1244. return textureUnit;
  1245. }
  1246. function loadUniformsGeneric ( uniforms ) {
  1247. var texture, textureUnit;
  1248. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1249. var uniform = uniforms[ j ][ 0 ];
  1250. // needsUpdate property is not added to all uniforms.
  1251. if ( uniform.needsUpdate === false ) continue;
  1252. var type = uniform.type;
  1253. var value = uniform.value;
  1254. var location = uniforms[ j ][ 1 ];
  1255. switch ( type ) {
  1256. case '1i':
  1257. _gl.uniform1i( location, value );
  1258. break;
  1259. case '1f':
  1260. _gl.uniform1f( location, value );
  1261. break;
  1262. case '2f':
  1263. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1264. break;
  1265. case '3f':
  1266. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1267. break;
  1268. case '4f':
  1269. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1270. break;
  1271. case '1iv':
  1272. _gl.uniform1iv( location, value );
  1273. break;
  1274. case '3iv':
  1275. _gl.uniform3iv( location, value );
  1276. break;
  1277. case '1fv':
  1278. _gl.uniform1fv( location, value );
  1279. break;
  1280. case '2fv':
  1281. _gl.uniform2fv( location, value );
  1282. break;
  1283. case '3fv':
  1284. _gl.uniform3fv( location, value );
  1285. break;
  1286. case '4fv':
  1287. _gl.uniform4fv( location, value );
  1288. break;
  1289. case 'Matrix2fv':
  1290. _gl.uniformMatrix2fv( location, false, value );
  1291. break;
  1292. case 'Matrix3fv':
  1293. _gl.uniformMatrix3fv( location, false, value );
  1294. break;
  1295. case 'Matrix4fv':
  1296. _gl.uniformMatrix4fv( location, false, value );
  1297. break;
  1298. //
  1299. case 'i':
  1300. // single integer
  1301. _gl.uniform1i( location, value );
  1302. break;
  1303. case 'f':
  1304. // single float
  1305. _gl.uniform1f( location, value );
  1306. break;
  1307. case 'v2':
  1308. // single THREE.Vector2
  1309. _gl.uniform2f( location, value.x, value.y );
  1310. break;
  1311. case 'v3':
  1312. // single THREE.Vector3
  1313. _gl.uniform3f( location, value.x, value.y, value.z );
  1314. break;
  1315. case 'v4':
  1316. // single THREE.Vector4
  1317. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1318. break;
  1319. case 'c':
  1320. // single THREE.Color
  1321. _gl.uniform3f( location, value.r, value.g, value.b );
  1322. break;
  1323. case 's':
  1324. // TODO: Optimize this.
  1325. for( var propertyName in uniform.properties ) {
  1326. var property = uniform.properties[ propertyName ];
  1327. var locationProperty = location[ propertyName ];
  1328. var valueProperty = value[ propertyName ];
  1329. switch( property.type ) {
  1330. case 'i':
  1331. _gl.uniform1i( locationProperty, valueProperty );
  1332. break;
  1333. case 'f':
  1334. _gl.uniform1f( locationProperty, valueProperty );
  1335. break;
  1336. case 'v2':
  1337. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1338. break;
  1339. case 'v3':
  1340. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1341. break;
  1342. case 'v4':
  1343. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1344. break;
  1345. case 'c':
  1346. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1347. break;
  1348. };
  1349. }
  1350. break;
  1351. case 'sa':
  1352. // TODO: Optimize this.
  1353. for( var i = 0; i < value.length; i ++ ) {
  1354. for( var propertyName in uniform.properties ) {
  1355. var property = uniform.properties[ propertyName ];
  1356. var locationProperty = location[ i ][ propertyName ];
  1357. var valueProperty = value[i][ propertyName ];
  1358. switch( property.type ) {
  1359. case 'i':
  1360. _gl.uniform1i( locationProperty, valueProperty );
  1361. break;
  1362. case 'f':
  1363. _gl.uniform1f( locationProperty, valueProperty );
  1364. break;
  1365. case 'v2':
  1366. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1367. break;
  1368. case 'v3':
  1369. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1370. break;
  1371. case 'v4':
  1372. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1373. break;
  1374. case 'c':
  1375. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1376. break;
  1377. };
  1378. }
  1379. }
  1380. break;
  1381. case 'iv1':
  1382. // flat array of integers (JS or typed array)
  1383. _gl.uniform1iv( location, value );
  1384. break;
  1385. case 'iv':
  1386. // flat array of integers with 3 x N size (JS or typed array)
  1387. _gl.uniform3iv( location, value );
  1388. break;
  1389. case 'fv1':
  1390. // flat array of floats (JS or typed array)
  1391. _gl.uniform1fv( location, value );
  1392. break;
  1393. case 'fv':
  1394. // flat array of floats with 3 x N size (JS or typed array)
  1395. _gl.uniform3fv( location, value );
  1396. break;
  1397. case 'v2v':
  1398. // array of THREE.Vector2
  1399. if ( uniform._array === undefined ) {
  1400. uniform._array = new Float32Array( 2 * value.length );
  1401. }
  1402. for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
  1403. uniform._array[ i2 + 0 ] = value[ i ].x;
  1404. uniform._array[ i2 + 1 ] = value[ i ].y;
  1405. }
  1406. _gl.uniform2fv( location, uniform._array );
  1407. break;
  1408. case 'v3v':
  1409. // array of THREE.Vector3
  1410. if ( uniform._array === undefined ) {
  1411. uniform._array = new Float32Array( 3 * value.length );
  1412. }
  1413. for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
  1414. uniform._array[ i3 + 0 ] = value[ i ].x;
  1415. uniform._array[ i3 + 1 ] = value[ i ].y;
  1416. uniform._array[ i3 + 2 ] = value[ i ].z;
  1417. }
  1418. _gl.uniform3fv( location, uniform._array );
  1419. break;
  1420. case 'v4v':
  1421. // array of THREE.Vector4
  1422. if ( uniform._array === undefined ) {
  1423. uniform._array = new Float32Array( 4 * value.length );
  1424. }
  1425. for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
  1426. uniform._array[ i4 + 0 ] = value[ i ].x;
  1427. uniform._array[ i4 + 1 ] = value[ i ].y;
  1428. uniform._array[ i4 + 2 ] = value[ i ].z;
  1429. uniform._array[ i4 + 3 ] = value[ i ].w;
  1430. }
  1431. _gl.uniform4fv( location, uniform._array );
  1432. break;
  1433. case 'm2':
  1434. // single THREE.Matrix2
  1435. _gl.uniformMatrix2fv( location, false, value.elements );
  1436. break;
  1437. case 'm3':
  1438. // single THREE.Matrix3
  1439. _gl.uniformMatrix3fv( location, false, value.elements );
  1440. break;
  1441. case 'm3v':
  1442. // array of THREE.Matrix3
  1443. if ( uniform._array === undefined ) {
  1444. uniform._array = new Float32Array( 9 * value.length );
  1445. }
  1446. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1447. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1448. }
  1449. _gl.uniformMatrix3fv( location, false, uniform._array );
  1450. break;
  1451. case 'm4':
  1452. // single THREE.Matrix4
  1453. _gl.uniformMatrix4fv( location, false, value.elements );
  1454. break;
  1455. case 'm4v':
  1456. // array of THREE.Matrix4
  1457. if ( uniform._array === undefined ) {
  1458. uniform._array = new Float32Array( 16 * value.length );
  1459. }
  1460. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1461. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1462. }
  1463. _gl.uniformMatrix4fv( location, false, uniform._array );
  1464. break;
  1465. case 't':
  1466. // single THREE.Texture (2d or cube)
  1467. texture = value;
  1468. textureUnit = getTextureUnit();
  1469. _gl.uniform1i( location, textureUnit );
  1470. if ( ! texture ) continue;
  1471. if ( texture instanceof THREE.CubeTexture ||
  1472. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1473. // CompressedTexture can have Array in image :/
  1474. setCubeTexture( texture, textureUnit );
  1475. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1476. setCubeTextureDynamic( texture.texture, textureUnit );
  1477. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1478. _this.setTexture( texture.texture, textureUnit );
  1479. } else {
  1480. _this.setTexture( texture, textureUnit );
  1481. }
  1482. break;
  1483. case 'tv':
  1484. // array of THREE.Texture (2d or cube)
  1485. if ( uniform._array === undefined ) {
  1486. uniform._array = [];
  1487. }
  1488. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1489. uniform._array[ i ] = getTextureUnit();
  1490. }
  1491. _gl.uniform1iv( location, uniform._array );
  1492. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1493. texture = uniform.value[ i ];
  1494. textureUnit = uniform._array[ i ];
  1495. if ( ! texture ) continue;
  1496. if ( texture instanceof THREE.CubeTexture ||
  1497. ( texture.image instanceof Array && texture.image.length === 6 ) ) {
  1498. // CompressedTexture can have Array in image :/
  1499. setCubeTexture( texture, textureUnit );
  1500. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1501. _this.setTexture( texture.texture, textureUnit );
  1502. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1503. setCubeTextureDynamic( texture.texture, textureUnit );
  1504. } else {
  1505. _this.setTexture( texture, textureUnit );
  1506. }
  1507. }
  1508. break;
  1509. default:
  1510. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1511. }
  1512. }
  1513. }
  1514. function setupLights ( lights, camera ) {
  1515. var l, ll, light,
  1516. r = 0, g = 0, b = 0,
  1517. color,
  1518. intensity,
  1519. distance,
  1520. viewMatrix = camera.matrixWorldInverse,
  1521. directionalLength = 0,
  1522. pointLength = 0,
  1523. spotLength = 0,
  1524. hemiLength = 0,
  1525. shadowsLength = 0;
  1526. _lights.shadowsPointLight = 0;
  1527. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1528. light = lights[ l ];
  1529. color = light.color;
  1530. intensity = light.intensity;
  1531. distance = light.distance;
  1532. if ( light instanceof THREE.AmbientLight ) {
  1533. r += color.r;
  1534. g += color.g;
  1535. b += color.b;
  1536. } else if ( light instanceof THREE.DirectionalLight ) {
  1537. if( ! light.__webglUniforms ) {
  1538. light.__webglUniforms = {
  1539. direction: new THREE.Vector3(),
  1540. color: new THREE.Color(),
  1541. shadow: -1
  1542. }
  1543. }
  1544. var uniforms = light.__webglUniforms;
  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. if( ! light.__webglUniforms ) {
  1559. light.__webglUniforms = {
  1560. position: new THREE.Vector3(),
  1561. color: new THREE.Color(),
  1562. distance: 0,
  1563. decay: 0,
  1564. shadow: -1
  1565. }
  1566. }
  1567. var uniforms = light.__webglUniforms;
  1568. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1569. uniforms.position.applyMatrix4( viewMatrix );
  1570. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1571. uniforms.distance = light.distance;
  1572. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1573. if ( light.castShadow ) {
  1574. uniforms.shadow = shadowsLength;
  1575. _lights.shadows[ shadowsLength ++ ] = light;
  1576. _lights.shadowsPointLight ++;
  1577. } else {
  1578. uniforms.shadow = -1;
  1579. }
  1580. _lights.point[ pointLength ++ ] = uniforms;
  1581. } else if ( light instanceof THREE.SpotLight ) {
  1582. if( ! light.__webglUniforms ) {
  1583. light.__webglUniforms = {
  1584. position: new THREE.Vector3(),
  1585. direction: new THREE.Vector3(),
  1586. color: new THREE.Color(),
  1587. distance: 0,
  1588. decay: 0,
  1589. angleCos: 0
  1590. }
  1591. }
  1592. var uniforms = light.__webglUniforms;
  1593. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1594. uniforms.position.applyMatrix4( viewMatrix );
  1595. uniforms.color.copy( color ).multiplyScalar( intensity );
  1596. uniforms.distance = distance;
  1597. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1598. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1599. uniforms.direction.sub( _vector3 );
  1600. uniforms.direction.transformDirection( viewMatrix );
  1601. uniforms.angleCos = Math.cos( light.angle );
  1602. uniforms.exponent = light.exponent;
  1603. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1604. if ( light.castShadow ) {
  1605. uniforms.shadow = shadowsLength;
  1606. _lights.shadows[ shadowsLength ++ ] = light;
  1607. } else {
  1608. uniforms.shadow = -1;
  1609. }
  1610. _lights.spot[ spotLength ++ ] = uniforms;
  1611. } else if ( light instanceof THREE.HemisphereLight ) {
  1612. if( ! light.__webglUniforms ) {
  1613. light.__webglUniforms = {
  1614. direction: new THREE.Vector3(),
  1615. skyColor: new THREE.Color(),
  1616. groundColor: new THREE.Color()
  1617. }
  1618. }
  1619. var uniforms = light.__webglUniforms;
  1620. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1621. uniforms.direction.transformDirection( viewMatrix );
  1622. uniforms.direction.normalize();
  1623. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  1624. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  1625. _lights.hemi[ hemiLength ++ ] = uniforms;
  1626. }
  1627. }
  1628. _lights.ambient[ 0 ] = r;
  1629. _lights.ambient[ 1 ] = g;
  1630. _lights.ambient[ 2 ] = b;
  1631. _lights.directional.length = directionalLength;
  1632. _lights.point.length = pointLength;
  1633. _lights.spot.length = spotLength;
  1634. _lights.hemi.length = hemiLength;
  1635. _lights.shadows.length = shadowsLength;
  1636. _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + shadowsLength;
  1637. }
  1638. // GL state setting
  1639. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1640. if ( cullFace === THREE.CullFaceNone ) {
  1641. state.disable( _gl.CULL_FACE );
  1642. } else {
  1643. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1644. _gl.frontFace( _gl.CW );
  1645. } else {
  1646. _gl.frontFace( _gl.CCW );
  1647. }
  1648. if ( cullFace === THREE.CullFaceBack ) {
  1649. _gl.cullFace( _gl.BACK );
  1650. } else if ( cullFace === THREE.CullFaceFront ) {
  1651. _gl.cullFace( _gl.FRONT );
  1652. } else {
  1653. _gl.cullFace( _gl.FRONT_AND_BACK );
  1654. }
  1655. state.enable( _gl.CULL_FACE );
  1656. }
  1657. };
  1658. // Textures
  1659. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1660. var extension;
  1661. if ( isImagePowerOfTwo ) {
  1662. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1663. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1664. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1665. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1666. } else {
  1667. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1668. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1669. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1670. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
  1671. }
  1672. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1673. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1674. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1675. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
  1676. }
  1677. }
  1678. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1679. if ( extension ) {
  1680. if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  1681. if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  1682. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1683. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1684. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1685. }
  1686. }
  1687. }
  1688. function uploadTexture( textureProperties, texture, slot ) {
  1689. if ( textureProperties.__webglInit === undefined ) {
  1690. textureProperties.__webglInit = true;
  1691. texture.addEventListener( 'dispose', onTextureDispose );
  1692. textureProperties.__webglTexture = _gl.createTexture();
  1693. _infoMemory.textures ++;
  1694. }
  1695. state.activeTexture( _gl.TEXTURE0 + slot );
  1696. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1697. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1698. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1699. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1700. texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  1701. if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false ) {
  1702. texture.image = makePowerOfTwo( texture.image );
  1703. }
  1704. var image = texture.image,
  1705. isImagePowerOfTwo = isPowerOfTwo( image ),
  1706. glFormat = paramThreeToGL( texture.format ),
  1707. glType = paramThreeToGL( texture.type );
  1708. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1709. var mipmap, mipmaps = texture.mipmaps;
  1710. if ( texture instanceof THREE.DataTexture ) {
  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 && isImagePowerOfTwo ) {
  1715. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1716. mipmap = mipmaps[ i ];
  1717. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1718. }
  1719. texture.generateMipmaps = false;
  1720. } else {
  1721. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1722. }
  1723. } else if ( texture instanceof THREE.CompressedTexture ) {
  1724. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1725. mipmap = mipmaps[ i ];
  1726. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1727. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1728. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1729. } else {
  1730. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1731. }
  1732. } else {
  1733. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1734. }
  1735. }
  1736. } else {
  1737. // regular Texture (image, video, canvas)
  1738. // use manually created mipmaps if available
  1739. // if there are no manual mipmaps
  1740. // set 0 level mipmap and then use GL to generate other mipmap levels
  1741. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1742. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1743. mipmap = mipmaps[ i ];
  1744. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1745. }
  1746. texture.generateMipmaps = false;
  1747. } else {
  1748. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1749. }
  1750. }
  1751. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1752. textureProperties.__version = texture.version;
  1753. if ( texture.onUpdate ) texture.onUpdate( texture );
  1754. }
  1755. this.setTexture = function ( texture, slot ) {
  1756. var textureProperties = properties.get( texture );
  1757. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1758. var image = texture.image;
  1759. if ( image === undefined ) {
  1760. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1761. return;
  1762. }
  1763. if ( image.complete === false ) {
  1764. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1765. return;
  1766. }
  1767. uploadTexture( textureProperties, texture, slot );
  1768. return;
  1769. }
  1770. state.activeTexture( _gl.TEXTURE0 + slot );
  1771. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1772. };
  1773. function clampToMaxSize ( image, maxSize ) {
  1774. if ( image.width > maxSize || image.height > maxSize ) {
  1775. // Warning: Scaling through the canvas will only work with images that use
  1776. // premultiplied alpha.
  1777. var scale = maxSize / Math.max( image.width, image.height );
  1778. var canvas = document.createElement( 'canvas' );
  1779. canvas.width = Math.floor( image.width * scale );
  1780. canvas.height = Math.floor( image.height * scale );
  1781. var context = canvas.getContext( '2d' );
  1782. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1783. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1784. return canvas;
  1785. }
  1786. return image;
  1787. }
  1788. function isPowerOfTwo( image ) {
  1789. return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
  1790. }
  1791. function textureNeedsPowerOfTwo( texture ) {
  1792. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
  1793. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;
  1794. return false;
  1795. }
  1796. function makePowerOfTwo( image ) {
  1797. if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
  1798. var canvas = document.createElement( 'canvas' );
  1799. canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
  1800. canvas.height = THREE.Math.nearestPowerOfTwo( image.height );
  1801. var context = canvas.getContext( '2d' );
  1802. context.drawImage( image, 0, 0, canvas.width, canvas.height );
  1803. console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1804. return canvas;
  1805. }
  1806. return image;
  1807. }
  1808. function setCubeTexture ( texture, slot ) {
  1809. var textureProperties = properties.get( texture );
  1810. if ( texture.image.length === 6 ) {
  1811. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1812. if ( ! textureProperties.__image__webglTextureCube ) {
  1813. texture.addEventListener( 'dispose', onTextureDispose );
  1814. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1815. _infoMemory.textures ++;
  1816. }
  1817. state.activeTexture( _gl.TEXTURE0 + slot );
  1818. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1819. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1820. var isCompressed = texture instanceof THREE.CompressedTexture;
  1821. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1822. var cubeImage = [];
  1823. for ( var i = 0; i < 6; i ++ ) {
  1824. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1825. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  1826. } else {
  1827. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1828. }
  1829. }
  1830. var image = cubeImage[ 0 ],
  1831. isImagePowerOfTwo = isPowerOfTwo( image ),
  1832. glFormat = paramThreeToGL( texture.format ),
  1833. glType = paramThreeToGL( texture.type );
  1834. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1835. for ( var i = 0; i < 6; i ++ ) {
  1836. if ( ! isCompressed ) {
  1837. if ( isDataTexture ) {
  1838. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1839. } else {
  1840. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1841. }
  1842. } else {
  1843. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1844. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1845. mipmap = mipmaps[ j ];
  1846. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1847. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1848. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1849. } else {
  1850. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1851. }
  1852. } else {
  1853. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1854. }
  1855. }
  1856. }
  1857. }
  1858. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1859. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1860. }
  1861. textureProperties.__version = texture.version;
  1862. if ( texture.onUpdate ) texture.onUpdate( texture );
  1863. } else {
  1864. state.activeTexture( _gl.TEXTURE0 + slot );
  1865. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1866. }
  1867. }
  1868. }
  1869. function setCubeTextureDynamic ( texture, slot ) {
  1870. state.activeTexture( _gl.TEXTURE0 + slot );
  1871. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1872. }
  1873. // Render targets
  1874. // Setup storage for target texture and bind it to correct framebuffer
  1875. function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) {
  1876. var glFormat = paramThreeToGL( renderTarget.texture.format );
  1877. var glType = paramThreeToGL( renderTarget.texture.type );
  1878. state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1879. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1880. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  1881. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1882. }
  1883. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  1884. function setupRenderBufferStorage ( renderbuffer, renderTarget ) {
  1885. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1886. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1887. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1888. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1889. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1890. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1891. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1892. } else {
  1893. // FIXME: We don't support !depth !stencil
  1894. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1895. }
  1896. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1897. }
  1898. // Setup GL resources for a non-texture depth buffer
  1899. function setupDepthRenderbuffer( renderTarget ) {
  1900. var renderTargetProperties = properties.get( renderTarget );
  1901. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1902. if ( isCube ) {
  1903. renderTargetProperties.__webglDepthbuffer = [];
  1904. for ( var i = 0; i < 6; i ++ ) {
  1905. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  1906. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  1907. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  1908. }
  1909. }
  1910. else {
  1911. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  1912. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  1913. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  1914. }
  1915. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1916. };
  1917. // Set up GL resources for the render target
  1918. function setupRenderTarget( renderTarget ) {
  1919. var renderTargetProperties = properties.get( renderTarget );
  1920. var textureProperties = properties.get( renderTarget.texture );
  1921. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1922. textureProperties.__webglTexture = _gl.createTexture();
  1923. _infoMemory.textures ++;
  1924. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1925. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
  1926. var glFormat = paramThreeToGL( renderTarget.texture.format );
  1927. var glType = paramThreeToGL( renderTarget.texture.type );
  1928. // Setup framebuffer
  1929. if ( isCube ) {
  1930. renderTargetProperties.__webglFramebuffer = [];
  1931. for ( var i = 0; i < 6; i ++ ) {
  1932. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1933. }
  1934. } else {
  1935. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1936. }
  1937. // Setup color buffer
  1938. if ( isCube ) {
  1939. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  1940. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  1941. for ( var i = 0; i < 6; i ++ ) {
  1942. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1943. }
  1944. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1945. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1946. } else {
  1947. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1948. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  1949. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  1950. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1951. state.bindTexture( _gl.TEXTURE_2D, null );
  1952. }
  1953. // Setup depth and stencil buffers
  1954. if ( renderTarget.depthBuffer ) {
  1955. setupDepthRenderbuffer( renderTarget );
  1956. }
  1957. }
  1958. this.setRenderTarget = function ( renderTarget ) {
  1959. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1960. setupRenderTarget( renderTarget );
  1961. }
  1962. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1963. var framebuffer, width, height, vx, vy;
  1964. if ( renderTarget ) {
  1965. var renderTargetProperties = properties.get( renderTarget );
  1966. if ( isCube ) {
  1967. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1968. } else {
  1969. framebuffer = renderTargetProperties.__webglFramebuffer;
  1970. }
  1971. width = renderTarget.width;
  1972. height = renderTarget.height;
  1973. vx = 0;
  1974. vy = 0;
  1975. } else {
  1976. framebuffer = null;
  1977. width = _viewportWidth;
  1978. height = _viewportHeight;
  1979. vx = _viewportX;
  1980. vy = _viewportY;
  1981. }
  1982. if ( framebuffer !== _currentFramebuffer ) {
  1983. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1984. _gl.viewport( vx, vy, width, height );
  1985. _currentFramebuffer = framebuffer;
  1986. }
  1987. if ( isCube ) {
  1988. var textureProperties = properties.get( renderTarget.texture );
  1989. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
  1990. }
  1991. _currentWidth = width;
  1992. _currentHeight = height;
  1993. };
  1994. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  1995. if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
  1996. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1997. return;
  1998. }
  1999. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  2000. if ( framebuffer ) {
  2001. var restore = false;
  2002. if ( framebuffer !== _currentFramebuffer ) {
  2003. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2004. restore = true;
  2005. }
  2006. try {
  2007. var texture = renderTarget.texture;
  2008. if ( texture.format !== THREE.RGBAFormat
  2009. && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  2010. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  2011. return;
  2012. }
  2013. if ( texture.type !== THREE.UnsignedByteType
  2014. && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
  2015. && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
  2016. && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
  2017. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  2018. return;
  2019. }
  2020. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  2021. _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
  2022. } else {
  2023. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  2024. }
  2025. } finally {
  2026. if ( restore ) {
  2027. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  2028. }
  2029. }
  2030. }
  2031. };
  2032. function updateRenderTargetMipmap( renderTarget ) {
  2033. var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  2034. var texture = properties.get( renderTarget.texture ).__webglTexture;
  2035. state.bindTexture( target, texture );
  2036. _gl.generateMipmap( target );
  2037. state.bindTexture( target, null );
  2038. }
  2039. // Fallback filters for non-power-of-2 textures
  2040. function filterFallback ( f ) {
  2041. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  2042. return _gl.NEAREST;
  2043. }
  2044. return _gl.LINEAR;
  2045. }
  2046. // Map three.js constants to WebGL constants
  2047. function paramThreeToGL ( p ) {
  2048. var extension;
  2049. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  2050. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  2051. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  2052. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  2053. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  2054. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  2055. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  2056. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  2057. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  2058. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  2059. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  2060. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  2061. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  2062. if ( p === THREE.ByteType ) return _gl.BYTE;
  2063. if ( p === THREE.ShortType ) return _gl.SHORT;
  2064. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  2065. if ( p === THREE.IntType ) return _gl.INT;
  2066. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  2067. if ( p === THREE.FloatType ) return _gl.FLOAT;
  2068. extension = extensions.get( 'OES_texture_half_float' );
  2069. if ( extension !== null ) {
  2070. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  2071. }
  2072. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  2073. if ( p === THREE.RGBFormat ) return _gl.RGB;
  2074. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2075. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2076. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2077. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2078. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2079. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2080. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2081. if ( p === THREE.OneFactor ) return _gl.ONE;
  2082. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2083. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2084. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2085. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2086. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2087. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2088. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2089. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2090. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2091. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2092. if ( extension !== null ) {
  2093. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2094. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2095. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2096. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2097. }
  2098. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2099. if ( extension !== null ) {
  2100. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2101. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2102. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2103. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2104. }
  2105. extension = extensions.get( 'EXT_blend_minmax' );
  2106. if ( extension !== null ) {
  2107. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2108. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2109. }
  2110. return 0;
  2111. }
  2112. };