LowLevelRenderer.js 37 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570
  1. /*global THREE:false */
  2. THREE.WebGLRenderer.LowLevelRenderer = function ( parameters ) {
  3. parameters = parameters || {};
  4. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  5. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  6. _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  7. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  8. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  9. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  10. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  11. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  12. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  13. _autoScaleCubemaps = true;
  14. this.devicePixelRatio = parameters.devicePixelRatio !== undefined ? parameters.devicePixelRatio : window.devicePixelRatio !== undefined ? window.devicePixelRatio : 1;
  15. var _currentWidth = 0, _currentHeight = 0;
  16. var _gl;
  17. var _glExtensionTextureFloat;
  18. var _glExtensionStandardDerivatives;
  19. var _glExtensionTextureFilterAnisotropic;
  20. var _glExtensionCompressedTextureS3TC;
  21. initGL();
  22. setDefaultGLState();
  23. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  24. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  25. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  26. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  27. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  28. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  29. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  30. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  31. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  32. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  33. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  34. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  35. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  36. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  37. var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  38. var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  39. var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
  40. var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  41. var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  42. var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
  43. // clamp precision to maximum available
  44. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  45. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  46. if ( _precision === "highp" && ! highpAvailable ) {
  47. if ( mediumpAvailable ) {
  48. _precision = "mediump";
  49. console.warn( "WebGLRenderer: highp not supported, using mediump" );
  50. } else {
  51. _precision = "lowp";
  52. console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
  53. }
  54. }
  55. if ( _precision === "mediump" && ! mediumpAvailable ) {
  56. _precision = "lowp";
  57. console.warn( "WebGLRenderer: mediump not supported, using lowp" );
  58. }
  59. var _enabledAttributes = {},
  60. _oldBlending,
  61. _oldBlendEquation,
  62. _oldBlendSrc,
  63. _oldBlendDst,
  64. _oldDoubleSided = -1,
  65. _oldFlipSided = -1,
  66. _oldDepthTest = -1,
  67. _oldDepthWrite = -1,
  68. _oldLineWidth = -1,
  69. _viewportX = 0,
  70. _viewportY = 0,
  71. _viewportWidth = 0,
  72. _viewportHeight = 0,
  73. // GL state cache
  74. _oldPolygonOffset = null,
  75. _oldPolygonOffsetFactor = null,
  76. _oldPolygonOffsetUnits = null,
  77. _currentFramebuffer = null;
  78. function initGL () {
  79. try {
  80. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  81. throw 'Error creating WebGL context.';
  82. }
  83. } catch ( error ) {
  84. console.error( error );
  85. }
  86. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  87. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  88. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
  89. _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
  90. _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  91. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
  92. _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
  93. _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  94. if ( ! _glExtensionTextureFloat ) {
  95. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  96. }
  97. if ( ! _glExtensionStandardDerivatives ) {
  98. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  99. }
  100. if ( ! _glExtensionTextureFilterAnisotropic ) {
  101. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  102. }
  103. if ( ! _glExtensionCompressedTextureS3TC ) {
  104. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  105. }
  106. if ( _gl.getShaderPrecisionFormat === undefined ) {
  107. _gl.getShaderPrecisionFormat = function() {
  108. return {
  109. "rangeMin" : 1,
  110. "rangeMax" : 1,
  111. "precision" : 1
  112. };
  113. }
  114. }
  115. }
  116. function setDefaultGLState () {
  117. _gl.clearColor( 0, 0, 0, 1 );
  118. _gl.clearDepth( 1 );
  119. _gl.clearStencil( 0 );
  120. _gl.enable( _gl.DEPTH_TEST );
  121. _gl.depthFunc( _gl.LEQUAL );
  122. _gl.frontFace( _gl.CCW );
  123. _gl.cullFace( _gl.BACK );
  124. _gl.enable( _gl.CULL_FACE );
  125. _gl.enable( _gl.BLEND );
  126. _gl.blendEquation( _gl.FUNC_ADD );
  127. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  128. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  129. }
  130. // Fallback filters for non-power-of-2 textures
  131. function filterFallback ( f ) {
  132. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  133. return _gl.NEAREST;
  134. }
  135. return _gl.LINEAR;
  136. }
  137. function getContext() {
  138. return _gl;
  139. }
  140. function getDomElement(){
  141. return _canvas;
  142. }
  143. function getPrecision() {
  144. return _precision;
  145. }
  146. function getCurrentWidth(){
  147. return _currentWidth;
  148. }
  149. function getCurrentHeight(){
  150. return _currentHeight;
  151. }
  152. function supportsVertexTextures() {
  153. return _supportsVertexTextures;
  154. }
  155. function supportsFloatTextures() {
  156. return _glExtensionTextureFloat;
  157. }
  158. function supportsStandardDerivatives() {
  159. return _glExtensionStandardDerivatives;
  160. }
  161. function supportsCompressedTextureS3TC() {
  162. return _glExtensionCompressedTextureS3TC;
  163. }
  164. function getMaxAnisotropy() {
  165. return _maxAnisotropy;
  166. }
  167. function setSize( width, height ) {
  168. _canvas.width = width;
  169. _canvas.height = height;
  170. setViewport( 0, 0, _canvas.width, _canvas.height );
  171. }
  172. function setViewport( x, y, width, height ) {
  173. _viewportX = x !== undefined ? x : 0;
  174. _viewportY = y !== undefined ? y : 0;
  175. _viewportWidth = width !== undefined ? width : _canvas.width;
  176. _viewportHeight = height !== undefined ? height : _canvas.height;
  177. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  178. }
  179. function setScissor( x, y, width, height ) {
  180. _gl.scissor( x, y, width, height );
  181. }
  182. function enableScissorTest( enable ) {
  183. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  184. }
  185. // Clearing
  186. function setClearColorHex( hex, alpha ) {
  187. _clearColor.setHex( hex );
  188. _clearAlpha = alpha;
  189. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  190. }
  191. function setClearColor( color, alpha ) {
  192. _clearColor.copy( color );
  193. _clearAlpha = alpha;
  194. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  195. }
  196. function getClearColor() {
  197. return _clearColor;
  198. }
  199. function getClearAlpha() {
  200. return _clearAlpha;
  201. }
  202. function clear( color, depth, stencil ) {
  203. var bits = 0;
  204. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  205. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  206. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  207. _gl.clear( bits );
  208. }
  209. function clearTarget( renderTarget, color, depth, stencil ) {
  210. setRenderTarget( renderTarget );
  211. clear( color, depth, stencil );
  212. }
  213. function deleteBuffer(buffer){
  214. _gl.deleteBuffer(buffer);
  215. }
  216. function deleteTexture(texture){
  217. _gl.deleteTexture( texture );
  218. }
  219. function deleteFramebuffer(Framebuffer){
  220. _gl.deleteFramebuffer(Framebuffer);
  221. }
  222. function deleteRenderbuffer(RenderBuffer){
  223. _gl.deleteRenderbuffer(RenderBuffer);
  224. }
  225. function deleteProgram(RenderBuffer){
  226. _gl.deleteProgram(RenderBuffer);
  227. }
  228. function createBuffer(){
  229. return _gl.createBuffer();
  230. }
  231. function setStaticArrayBuffer(buffer,data){
  232. bindArrayBuffer( buffer );
  233. _gl.bufferData( _gl.ARRAY_BUFFER, data, _gl.STATIC_DRAW );
  234. }
  235. function setStaticIndexBuffer(buffer,data){
  236. bindElementArrayBuffer( buffer );
  237. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, data, _gl.STATIC_DRAW );
  238. }
  239. function setDynamicArrayBuffer(buffer,data){
  240. bindArrayBuffer( buffer );
  241. _gl.bufferData( _gl.ARRAY_BUFFER, data, _gl.DYNAMIC_DRAW );
  242. }
  243. function setDynamicIndexBuffer(buffer,data){
  244. bindElementArrayBuffer( buffer );
  245. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, data, _gl.DYNAMIC_DRAW );
  246. }
  247. function drawTriangles(count){
  248. _gl.drawArrays( _gl.TRIANGLES, 0, count );
  249. }
  250. function drawTriangleStrip(count){
  251. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, count );
  252. }
  253. function drawLines(count){
  254. _gl.drawArrays( _gl.LINES, 0, count );
  255. }
  256. function drawLineStrip(count){
  257. _gl.drawArrays( _gl.LINE_STRIP, 0, count );
  258. }
  259. function drawPoints(count){
  260. _gl.drawArrays( _gl.POINTS, 0, count );
  261. }
  262. function drawTriangleElements(buffer,count,offset){
  263. bindElementArrayBuffer( buffer );
  264. _gl.drawElements( _gl.TRIANGLES, count, _gl.UNSIGNED_SHORT, offset ); // 2 bytes per Uint16
  265. }
  266. function drawLineElements(buffer,count,offset){
  267. bindElementArrayBuffer( buffer );
  268. _gl.drawElements( _gl.LINES, count, _gl.UNSIGNED_SHORT, offset ); // 2 bytes per Uint16
  269. }
  270. var _boundBuffer;
  271. function bindArrayBuffer(buffer){
  272. if (_boundBuffer != buffer){
  273. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  274. _boundBuffer = buffer;
  275. }
  276. }
  277. function bindElementArrayBuffer(buffer){
  278. if (_boundBuffer != buffer){
  279. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, buffer );
  280. _boundBuffer = buffer;
  281. }
  282. }
  283. function enableAttribute( attribute ) {
  284. if ( ! _enabledAttributes[ attribute ] ) {
  285. _gl.enableVertexAttribArray( attribute );
  286. _enabledAttributes[ attribute ] = true;
  287. }
  288. }
  289. function disableAttributes() {
  290. for ( var attribute in _enabledAttributes ) {
  291. if ( _enabledAttributes[ attribute ] ) {
  292. _gl.disableVertexAttribArray( attribute );
  293. _enabledAttributes[ attribute ] = false;
  294. }
  295. }
  296. }
  297. function getAttribLocation( program, id ){
  298. return _gl.getAttribLocation( program, id );
  299. }
  300. function setFloatAttribute(index,buffer,size,offset){
  301. bindArrayBuffer( buffer );
  302. enableAttribute( index );
  303. _gl.vertexAttribPointer( index, size, _gl.FLOAT, false, 0, offset );
  304. }
  305. function getUniformLocation( program, id ){
  306. return _gl.getUniformLocation( program, id );
  307. }
  308. function uniform1i(uniform,value){
  309. _gl.uniform1i( uniform, value );
  310. }
  311. function uniform1f(uniform,value){
  312. _gl.uniform1f( uniform, value );
  313. }
  314. function uniform2f(uniform,value1, value2){
  315. _gl.uniform2f( uniform, value1, value2 );
  316. }
  317. function uniform3f(uniform, value1, value2, value3){
  318. _gl.uniform3f( uniform, value1, value2, value3 );
  319. }
  320. function uniform4f(uniform, value1, value2, value3, value4){
  321. _gl.uniform4f( uniform, value1, value2, value3, value4);
  322. }
  323. function uniform1iv(uniform,value){
  324. _gl.uniform1iv( uniform, value );
  325. }
  326. function uniform2iv(uniform,value){
  327. _gl.uniform2iv( uniform, value );
  328. }
  329. function uniform3iv(uniform,value){
  330. _gl.uniform3iv( uniform, value );
  331. }
  332. function uniform1fv(uniform,value){
  333. _gl.uniform1fv( uniform, value );
  334. }
  335. function uniform2fv(uniform,value){
  336. _gl.uniform2fv( uniform, value );
  337. }
  338. function uniform3fv(uniform,value){
  339. _gl.uniform3fv( uniform, value );
  340. }
  341. function uniform4fv(uniform,value){
  342. _gl.uniform3fv( uniform, value );
  343. }
  344. function uniformMatrix3fv(location,value){
  345. _gl.uniformMatrix3fv( location, false, value );
  346. }
  347. function uniformMatrix4fv(location,value){
  348. _gl.uniformMatrix4fv( location, false, value );
  349. }
  350. function useProgram(program){
  351. _gl.useProgram( program );
  352. }
  353. function setFaceCulling( cullFace, frontFaceDirection ) {
  354. if ( cullFace === THREE.CullFaceNone ) {
  355. _gl.disable( _gl.CULL_FACE );
  356. } else {
  357. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  358. _gl.frontFace( _gl.CW );
  359. } else {
  360. _gl.frontFace( _gl.CCW );
  361. }
  362. if ( cullFace === THREE.CullFaceBack ) {
  363. _gl.cullFace( _gl.BACK );
  364. } else if ( cullFace === THREE.CullFaceFront ) {
  365. _gl.cullFace( _gl.FRONT );
  366. } else {
  367. _gl.cullFace( _gl.FRONT_AND_BACK );
  368. }
  369. _gl.enable( _gl.CULL_FACE );
  370. }
  371. }
  372. function setMaterialFaces( material ) {
  373. var doubleSided = material.side === THREE.DoubleSide;
  374. var flipSided = material.side === THREE.BackSide;
  375. if ( _oldDoubleSided !== doubleSided ) {
  376. if ( doubleSided ) {
  377. _gl.disable( _gl.CULL_FACE );
  378. } else {
  379. _gl.enable( _gl.CULL_FACE );
  380. }
  381. _oldDoubleSided = doubleSided;
  382. }
  383. if ( _oldFlipSided !== flipSided ) {
  384. if ( flipSided ) {
  385. _gl.frontFace( _gl.CW );
  386. } else {
  387. _gl.frontFace( _gl.CCW );
  388. }
  389. _oldFlipSided = flipSided;
  390. }
  391. }
  392. function setPolygonOffset ( polygonoffset, factor, units ) {
  393. if ( _oldPolygonOffset !== polygonoffset ) {
  394. if ( polygonoffset ) {
  395. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  396. } else {
  397. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  398. }
  399. _oldPolygonOffset = polygonoffset;
  400. }
  401. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  402. _gl.polygonOffset( factor, units );
  403. _oldPolygonOffsetFactor = factor;
  404. _oldPolygonOffsetUnits = units;
  405. }
  406. }
  407. function setBlending( blending, blendEquation, blendSrc, blendDst ) {
  408. if ( blending !== _oldBlending ) {
  409. if ( blending === THREE.NoBlending ) {
  410. _gl.disable( _gl.BLEND );
  411. } else if ( blending === THREE.AdditiveBlending ) {
  412. _gl.enable( _gl.BLEND );
  413. _gl.blendEquation( _gl.FUNC_ADD );
  414. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  415. } else if ( blending === THREE.SubtractiveBlending ) {
  416. // TODO: Find blendFuncSeparate() combination
  417. _gl.enable( _gl.BLEND );
  418. _gl.blendEquation( _gl.FUNC_ADD );
  419. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  420. } else if ( blending === THREE.MultiplyBlending ) {
  421. // TODO: Find blendFuncSeparate() combination
  422. _gl.enable( _gl.BLEND );
  423. _gl.blendEquation( _gl.FUNC_ADD );
  424. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  425. } else if ( blending === THREE.CustomBlending ) {
  426. _gl.enable( _gl.BLEND );
  427. } else {
  428. _gl.enable( _gl.BLEND );
  429. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  430. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  431. }
  432. _oldBlending = blending;
  433. }
  434. if ( blending === THREE.CustomBlending ) {
  435. if ( blendEquation !== _oldBlendEquation ) {
  436. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  437. _oldBlendEquation = blendEquation;
  438. }
  439. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  440. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  441. _oldBlendSrc = blendSrc;
  442. _oldBlendDst = blendDst;
  443. }
  444. } else {
  445. _oldBlendEquation = null;
  446. _oldBlendSrc = null;
  447. _oldBlendDst = null;
  448. }
  449. }
  450. function setDepthTest( depthTest ) {
  451. if ( _oldDepthTest !== depthTest ) {
  452. if ( depthTest ) {
  453. _gl.enable( _gl.DEPTH_TEST );
  454. } else {
  455. _gl.disable( _gl.DEPTH_TEST );
  456. }
  457. _oldDepthTest = depthTest;
  458. }
  459. }
  460. function setDepthWrite( depthWrite ) {
  461. if ( _oldDepthWrite !== depthWrite ) {
  462. _gl.depthMask( depthWrite );
  463. _oldDepthWrite = depthWrite;
  464. }
  465. }
  466. function setTexture( texture, slot ) {
  467. if ( texture.needsUpdate ) {
  468. if ( ! texture.__webglInit ) {
  469. texture.__webglInit = true;
  470. //texture.addEventListener( 'dispose', onTextureDispose );
  471. texture.__webglTexture = _gl.createTexture();
  472. //_this.info.memory.textures ++;
  473. }
  474. _gl.activeTexture( _gl.TEXTURE0 + slot );
  475. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  476. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  477. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  478. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  479. var image = texture.image,
  480. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  481. glFormat = paramThreeToGL( texture.format ),
  482. glType = paramThreeToGL( texture.type );
  483. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  484. var mipmap, mipmaps = texture.mipmaps;
  485. if ( texture instanceof THREE.DataTexture ) {
  486. // use manually created mipmaps if available
  487. // if there are no manual mipmaps
  488. // set 0 level mipmap and then use GL to generate other mipmap levels
  489. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  490. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  491. mipmap = mipmaps[ i ];
  492. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  493. }
  494. texture.generateMipmaps = false;
  495. } else {
  496. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  497. }
  498. } else if ( texture instanceof THREE.CompressedTexture ) {
  499. // compressed textures can only use manually created mipmaps
  500. // WebGL can't generate mipmaps for DDS textures
  501. for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  502. mipmap = mipmaps[ i ];
  503. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  504. }
  505. } else { // regular Texture (image, video, canvas)
  506. // use manually created mipmaps if available
  507. // if there are no manual mipmaps
  508. // set 0 level mipmap and then use GL to generate other mipmap levels
  509. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  510. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  511. mipmap = mipmaps[ i ];
  512. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  513. }
  514. texture.generateMipmaps = false;
  515. } else {
  516. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  517. }
  518. }
  519. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  520. texture.needsUpdate = false;
  521. if ( texture.onUpdate ) texture.onUpdate();
  522. } else {
  523. _gl.activeTexture( _gl.TEXTURE0 + slot );
  524. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  525. }
  526. }
  527. function setCubeTexture ( texture, slot ) {
  528. if ( texture.image.length === 6 ) {
  529. if ( texture.needsUpdate ) {
  530. if ( ! texture.image.__webglTextureCube ) {
  531. texture.image.__webglTextureCube = _gl.createTexture();
  532. }
  533. _gl.activeTexture( _gl.TEXTURE0 + slot );
  534. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  535. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  536. var isCompressed = texture instanceof THREE.CompressedTexture;
  537. var cubeImage = [];
  538. for ( var i = 0; i < 6; i ++ ) {
  539. if ( _autoScaleCubemaps && ! isCompressed ) {
  540. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  541. } else {
  542. cubeImage[ i ] = texture.image[ i ];
  543. }
  544. }
  545. var image = cubeImage[ 0 ],
  546. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  547. glFormat = paramThreeToGL( texture.format ),
  548. glType = paramThreeToGL( texture.type );
  549. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  550. for ( var i = 0; i < 6; i ++ ) {
  551. if ( isCompressed ) {
  552. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  553. for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  554. mipmap = mipmaps[ j ];
  555. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  556. }
  557. } else {
  558. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  559. }
  560. }
  561. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  562. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  563. }
  564. texture.needsUpdate = false;
  565. if ( texture.onUpdate ) texture.onUpdate();
  566. } else {
  567. _gl.activeTexture( _gl.TEXTURE0 + slot );
  568. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  569. }
  570. }
  571. }
  572. // Textures
  573. function isPowerOfTwo ( value ) {
  574. return ( value & ( value - 1 ) ) === 0;
  575. }
  576. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  577. if ( isImagePowerOfTwo ) {
  578. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  579. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  580. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  581. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  582. } else {
  583. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  584. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  585. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  586. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  587. }
  588. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  589. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  590. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  591. texture.__oldAnisotropy = texture.anisotropy;
  592. }
  593. }
  594. }
  595. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  596. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  597. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  598. }
  599. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  600. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  601. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  602. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  603. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  604. /* For some reason this is not working. Defaulting to RGBA4.
  605. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  606. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  607. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  608. */
  609. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  610. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  611. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  612. } else {
  613. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  614. }
  615. }
  616. function setRenderTarget( renderTarget ) {
  617. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  618. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  619. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  620. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  621. //renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  622. renderTarget.__webglTexture = _gl.createTexture();
  623. //_this.info.memory.textures ++;
  624. // Setup texture, create render and frame buffers
  625. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  626. glFormat = paramThreeToGL( renderTarget.format ),
  627. glType = paramThreeToGL( renderTarget.type );
  628. if ( isCube ) {
  629. renderTarget.__webglFramebuffer = [];
  630. renderTarget.__webglRenderbuffer = [];
  631. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  632. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  633. for ( var i = 0; i < 6; i ++ ) {
  634. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  635. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  636. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  637. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  638. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  639. }
  640. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  641. } else {
  642. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  643. if ( renderTarget.shareDepthFrom ) {
  644. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  645. } else {
  646. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  647. }
  648. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  649. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  650. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  651. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  652. if ( renderTarget.shareDepthFrom ) {
  653. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  654. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  655. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  656. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  657. }
  658. } else {
  659. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  660. }
  661. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  662. }
  663. // Release everything
  664. if ( isCube ) {
  665. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  666. } else {
  667. _gl.bindTexture( _gl.TEXTURE_2D, null );
  668. }
  669. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  670. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  671. }
  672. var framebuffer, width, height, vx, vy;
  673. if ( renderTarget ) {
  674. if ( isCube ) {
  675. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  676. } else {
  677. framebuffer = renderTarget.__webglFramebuffer;
  678. }
  679. width = renderTarget.width;
  680. height = renderTarget.height;
  681. vx = 0;
  682. vy = 0;
  683. } else {
  684. framebuffer = null;
  685. width = _viewportWidth;
  686. height = _viewportHeight;
  687. vx = _viewportX;
  688. vy = _viewportY;
  689. }
  690. if ( framebuffer !== _currentFramebuffer ) {
  691. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  692. _gl.viewport( vx, vy, width, height );
  693. _currentFramebuffer = framebuffer;
  694. }
  695. _currentWidth = width;
  696. _currentHeight = height;
  697. }
  698. function clampToMaxSize ( image, maxSize ) {
  699. if ( image.width <= maxSize && image.height <= maxSize ) {
  700. return image;
  701. }
  702. // Warning: Scaling through the canvas will only work with images that use
  703. // premultiplied alpha.
  704. var maxDimension = Math.max( image.width, image.height );
  705. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  706. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  707. var canvas = document.createElement( 'canvas' );
  708. canvas.width = newWidth;
  709. canvas.height = newHeight;
  710. var ctx = canvas.getContext( "2d" );
  711. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  712. return canvas;
  713. }
  714. function updateRenderTargetMipmap ( renderTarget ) {
  715. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  716. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  717. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  718. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  719. } else {
  720. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  721. _gl.generateMipmap( _gl.TEXTURE_2D );
  722. _gl.bindTexture( _gl.TEXTURE_2D, null );
  723. }
  724. }
  725. function setCubeTextureDynamic ( texture, slot ) {
  726. _gl.activeTexture( _gl.TEXTURE0 + slot );
  727. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  728. }
  729. // Map three.js constants to WebGL constants
  730. function paramThreeToGL ( p ) {
  731. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  732. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  733. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  734. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  735. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  736. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  737. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  738. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  739. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  740. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  741. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  742. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  743. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  744. if ( p === THREE.ByteType ) return _gl.BYTE;
  745. if ( p === THREE.ShortType ) return _gl.SHORT;
  746. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  747. if ( p === THREE.IntType ) return _gl.INT;
  748. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  749. if ( p === THREE.FloatType ) return _gl.FLOAT;
  750. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  751. if ( p === THREE.RGBFormat ) return _gl.RGB;
  752. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  753. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  754. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  755. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  756. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  757. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  758. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  759. if ( p === THREE.OneFactor ) return _gl.ONE;
  760. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  761. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  762. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  763. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  764. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  765. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  766. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  767. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  768. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  769. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  770. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  771. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  772. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  773. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  774. }
  775. return 0;
  776. }
  777. function compileShader(vertexShader, fragmentShader){
  778. var program = _gl.createProgram();
  779. var glFragmentShader = getShader( "fragment", fragmentShader );
  780. var glVertexShader = getShader( "vertex", vertexShader );
  781. _gl.attachShader( program, glVertexShader );
  782. _gl.attachShader( program, glFragmentShader );
  783. _gl.linkProgram( program );
  784. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  785. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  786. }
  787. // clean up
  788. _gl.deleteShader( glFragmentShader );
  789. _gl.deleteShader( glVertexShader );
  790. return program;
  791. }
  792. function resetState(){
  793. _oldBlending = -1;
  794. _oldDepthTest = -1;
  795. _oldDepthWrite = -1;
  796. _oldDoubleSided = -1;
  797. _oldFlipSided = -1;
  798. }
  799. function getShader ( type, string ) {
  800. var shader;
  801. if ( type === "fragment" ) {
  802. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  803. } else if ( type === "vertex" ) {
  804. shader = _gl.createShader( _gl.VERTEX_SHADER );
  805. }
  806. _gl.shaderSource( shader, string );
  807. _gl.compileShader( shader );
  808. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  809. console.error( _gl.getShaderInfoLog( shader ) );
  810. console.error( addLineNumbers( string ) );
  811. return null;
  812. }
  813. return shader;
  814. }
  815. function addLineNumbers ( string ) {
  816. var chunks = string.split( "\n" );
  817. for ( var i = 0, il = chunks.length; i < il; i ++ ) {
  818. // Chrome reports shader errors on lines
  819. // starting counting from 1
  820. chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
  821. }
  822. return chunks.join( "\n" );
  823. }
  824. function setLineWidth ( width ) {
  825. if ( width !== _oldLineWidth ) {
  826. _gl.lineWidth( width );
  827. _oldLineWidth = width;
  828. }
  829. }
  830. return {
  831. context: _gl,
  832. autoScaleCubemaps: _autoScaleCubemaps,
  833. supportsBoneTextures: _supportsBoneTextures,
  834. precision: _precision,
  835. maxVertexUniformVectors: _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  836. // Methods
  837. getContext: getContext,
  838. getDomElement: getDomElement,
  839. getPrecision: getPrecision,
  840. getCurrentWidth: getCurrentWidth,
  841. getCurrentHeight: getCurrentHeight,
  842. supportsVertexTextures: supportsVertexTextures,
  843. supportsFloatTextures: supportsFloatTextures,
  844. supportsStandardDerivatives: supportsStandardDerivatives,
  845. supportsCompressedTextureS3TC: supportsCompressedTextureS3TC,
  846. getMaxAnisotropy: getMaxAnisotropy,
  847. setRenderTarget: setRenderTarget,
  848. setSize: setSize,
  849. setViewport: setViewport,
  850. setScissor: setScissor,
  851. enableScissorTest: enableScissorTest,
  852. setClearColorHex: setClearColorHex,
  853. setClearColor: setClearColor,
  854. getClearColor: getClearColor,
  855. getClearAlpha: getClearAlpha,
  856. clear: clear,
  857. clearTarget: clearTarget,
  858. deleteBuffer: deleteBuffer,
  859. deleteTexture: deleteTexture,
  860. deleteFramebuffer: deleteFramebuffer,
  861. deleteRenderbuffer: deleteRenderbuffer,
  862. deleteProgram: deleteProgram,
  863. createBuffer: createBuffer,
  864. setStaticArrayBuffer: setStaticArrayBuffer,
  865. setStaticIndexBuffer: setStaticIndexBuffer,
  866. setDynamicArrayBuffer: setDynamicArrayBuffer,
  867. setDynamicIndexBuffer: setDynamicIndexBuffer,
  868. drawTriangles: drawTriangles,
  869. drawTriangleStrip: drawTriangleStrip,
  870. drawLines: drawLines,
  871. drawLineStrip: drawLineStrip,
  872. drawPoints: drawPoints,
  873. drawTriangleElements: drawTriangleElements,
  874. drawLineElements: drawLineElements,
  875. bindArrayBuffer: bindArrayBuffer,
  876. bindElementArrayBuffer: bindElementArrayBuffer,
  877. enableAttribute: enableAttribute,
  878. disableAttributes: disableAttributes,
  879. getAttribLocation: getAttribLocation,
  880. setFloatAttribute: setFloatAttribute,
  881. getUniformLocation: getUniformLocation,
  882. uniform1i: uniform1i,
  883. uniform1f: uniform1f,
  884. uniform2f: uniform2f,
  885. uniform3f: uniform3f,
  886. uniform4f: uniform4f,
  887. uniform1iv: uniform1iv,
  888. uniform2iv: uniform2iv,
  889. uniform3iv: uniform3iv,
  890. uniform1fv: uniform1fv,
  891. uniform2fv: uniform2fv,
  892. uniform3fv: uniform3fv,
  893. uniform4fv: uniform4fv,
  894. uniformMatrix3fv: uniformMatrix3fv,
  895. uniformMatrix4fv: uniformMatrix4fv,
  896. useProgram: useProgram,
  897. compileShader: compileShader,
  898. setFaceCulling: setFaceCulling,
  899. setMaterialFaces: setMaterialFaces,
  900. setPolygonOffset: setPolygonOffset,
  901. setBlending: setBlending,
  902. setDepthTest: setDepthTest,
  903. setDepthWrite: setDepthWrite,
  904. setTexture: setTexture,
  905. setCubeTexture: setCubeTexture,
  906. updateRenderTargetMipmap: updateRenderTargetMipmap,
  907. setCubeTextureDynamic: setCubeTextureDynamic,
  908. paramThreeToGL: paramThreeToGL,
  909. setLineWidth: setLineWidth,
  910. resetState: resetState
  911. }
  912. };