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. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  15. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  16. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  17. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
  18. var lights = [];
  19. var opaqueObjects = [];
  20. var opaqueObjectsLastIndex = - 1;
  21. var transparentObjects = [];
  22. var transparentObjectsLastIndex = - 1;
  23. var morphInfluences = new Float32Array( 8 );
  24. var sprites = [];
  25. var lensFlares = [];
  26. // public properties
  27. this.domElement = _canvas;
  28. this.context = null;
  29. // clearing
  30. this.autoClear = true;
  31. this.autoClearColor = true;
  32. this.autoClearDepth = true;
  33. this.autoClearStencil = true;
  34. // scene graph
  35. this.sortObjects = true;
  36. // physically based shading
  37. this.gammaFactor = 2.0; // for backwards compatibility
  38. this.gammaInput = false;
  39. this.gammaOutput = false;
  40. // morphs
  41. this.maxMorphTargets = 8;
  42. this.maxMorphNormals = 4;
  43. // flags
  44. this.autoScaleCubemaps = true;
  45. // internal properties
  46. var _this = this,
  47. // internal state cache
  48. _currentProgram = null,
  49. _currentRenderTarget = null,
  50. _currentFramebuffer = null,
  51. _currentMaterialId = - 1,
  52. _currentGeometryProgram = '',
  53. _currentCamera = null,
  54. _currentScissor = new THREE.Vector4(),
  55. _currentScissorTest = null,
  56. _currentViewport = new THREE.Vector4(),
  57. //
  58. _usedTextureUnits = 0,
  59. //
  60. _clearColor = new THREE.Color( 0x000000 ),
  61. _clearAlpha = 0,
  62. _width = _canvas.width,
  63. _height = _canvas.height,
  64. _pixelRatio = 1,
  65. _scissor = new THREE.Vector4( 0, 0, _width, _height ),
  66. _scissorTest = false,
  67. _viewport = new THREE.Vector4( 0, 0, _width, _height ),
  68. // frustum
  69. _frustum = new THREE.Frustum(),
  70. // camera matrices cache
  71. _projScreenMatrix = new THREE.Matrix4(),
  72. _vector3 = new THREE.Vector3(),
  73. // light arrays cache
  74. _lights = {
  75. hash: '',
  76. ambient: [ 0, 0, 0 ],
  77. directional: [],
  78. directionalShadowMap: [],
  79. directionalShadowMatrix: [],
  80. spot: [],
  81. spotShadowMap: [],
  82. spotShadowMatrix: [],
  83. point: [],
  84. pointShadowMap: [],
  85. pointShadowMatrix: [],
  86. hemi: [],
  87. shadows: [],
  88. shadowsPointLight: 0
  89. },
  90. // info
  91. _infoMemory = {
  92. geometries: 0,
  93. textures: 0
  94. },
  95. _infoRender = {
  96. calls: 0,
  97. vertices: 0,
  98. faces: 0,
  99. points: 0
  100. };
  101. this.info = {
  102. render: _infoRender,
  103. memory: _infoMemory,
  104. programs: null
  105. };
  106. // initialize
  107. var _gl;
  108. try {
  109. var attributes = {
  110. alpha: _alpha,
  111. depth: _depth,
  112. stencil: _stencil,
  113. antialias: _antialias,
  114. premultipliedAlpha: _premultipliedAlpha,
  115. preserveDrawingBuffer: _preserveDrawingBuffer
  116. };
  117. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  118. if ( _gl === null ) {
  119. if ( _canvas.getContext( 'webgl' ) !== null ) {
  120. throw 'Error creating WebGL context with your selected attributes.';
  121. } else {
  122. throw 'Error creating WebGL context.';
  123. }
  124. }
  125. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  126. } catch ( error ) {
  127. console.error( 'THREE.WebGLRenderer: ' + error );
  128. }
  129. var extensions = new THREE.WebGLExtensions( _gl );
  130. extensions.get( 'OES_texture_float' );
  131. extensions.get( 'OES_texture_float_linear' );
  132. extensions.get( 'OES_texture_half_float' );
  133. extensions.get( 'OES_texture_half_float_linear' );
  134. extensions.get( 'OES_standard_derivatives' );
  135. extensions.get( 'ANGLE_instanced_arrays' );
  136. if ( extensions.get( 'OES_element_index_uint' ) ) {
  137. THREE.BufferGeometry.MaxIndex = 4294967296;
  138. }
  139. var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
  140. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  141. var properties = new THREE.WebGLProperties();
  142. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  143. var programCache = new THREE.WebGLPrograms( this, capabilities );
  144. var lightCache = new THREE.WebGLLights();
  145. this.info.programs = programCache.programs;
  146. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  147. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  148. //
  149. function getTargetPixelRatio() {
  150. return _currentRenderTarget === null ? _pixelRatio : 1;
  151. }
  152. function glClearColor( r, g, b, a ) {
  153. if ( _premultipliedAlpha === true ) {
  154. r *= a; g *= a; b *= a;
  155. }
  156. state.clearColor( r, g, b, a );
  157. }
  158. function setDefaultGLState() {
  159. state.init();
  160. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  161. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  162. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  163. }
  164. function resetGLState() {
  165. _currentProgram = null;
  166. _currentCamera = null;
  167. _currentGeometryProgram = '';
  168. _currentMaterialId = - 1;
  169. state.reset();
  170. }
  171. setDefaultGLState();
  172. this.context = _gl;
  173. this.capabilities = capabilities;
  174. this.extensions = extensions;
  175. this.properties = properties;
  176. this.state = state;
  177. // shadow map
  178. var shadowMap = new THREE.WebGLShadowMap( this, _lights, objects );
  179. this.shadowMap = shadowMap;
  180. // Plugins
  181. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  182. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  183. // API
  184. this.getContext = function () {
  185. return _gl;
  186. };
  187. this.getContextAttributes = function () {
  188. return _gl.getContextAttributes();
  189. };
  190. this.forceContextLoss = function () {
  191. extensions.get( 'WEBGL_lose_context' ).loseContext();
  192. };
  193. this.getMaxAnisotropy = ( function () {
  194. var value;
  195. return function getMaxAnisotropy() {
  196. if ( value !== undefined ) return value;
  197. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  198. if ( extension !== null ) {
  199. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  200. } else {
  201. value = 0;
  202. }
  203. return value;
  204. };
  205. } )();
  206. this.getPrecision = function () {
  207. return capabilities.precision;
  208. };
  209. this.getPixelRatio = function () {
  210. return _pixelRatio;
  211. };
  212. this.setPixelRatio = function ( value ) {
  213. if ( value === undefined ) return;
  214. _pixelRatio = value;
  215. this.setSize( _viewport.z, _viewport.w, false );
  216. };
  217. this.getSize = function () {
  218. return {
  219. width: _width,
  220. height: _height
  221. };
  222. };
  223. this.setSize = function ( width, height, updateStyle ) {
  224. _width = width;
  225. _height = height;
  226. _canvas.width = width * _pixelRatio;
  227. _canvas.height = height * _pixelRatio;
  228. if ( updateStyle !== false ) {
  229. _canvas.style.width = width + 'px';
  230. _canvas.style.height = height + 'px';
  231. }
  232. this.setViewport( 0, 0, width, height );
  233. };
  234. this.setViewport = function ( x, y, width, height ) {
  235. state.viewport( _viewport.set( x, y, width, height ) );
  236. };
  237. this.setScissor = function ( x, y, width, height ) {
  238. state.scissor( _scissor.set( x, y, width, height ) );
  239. };
  240. this.setScissorTest = function ( boolean ) {
  241. state.setScissorTest( _scissorTest = boolean );
  242. };
  243. // Clearing
  244. this.getClearColor = function () {
  245. return _clearColor;
  246. };
  247. this.setClearColor = function ( color, alpha ) {
  248. _clearColor.set( color );
  249. _clearAlpha = alpha !== undefined ? alpha : 1;
  250. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  251. };
  252. this.getClearAlpha = function () {
  253. return _clearAlpha;
  254. };
  255. this.setClearAlpha = function ( alpha ) {
  256. _clearAlpha = alpha;
  257. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  258. };
  259. this.clear = function ( color, depth, stencil ) {
  260. var bits = 0;
  261. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  262. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  263. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  264. _gl.clear( bits );
  265. };
  266. this.clearColor = function () {
  267. this.clear( true, false, false );
  268. };
  269. this.clearDepth = function () {
  270. this.clear( false, true, false );
  271. };
  272. this.clearStencil = function () {
  273. this.clear( false, false, true );
  274. };
  275. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  276. this.setRenderTarget( renderTarget );
  277. this.clear( color, depth, stencil );
  278. };
  279. // Reset
  280. this.resetGLState = resetGLState;
  281. this.dispose = function() {
  282. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  283. };
  284. // Events
  285. function onContextLost( event ) {
  286. event.preventDefault();
  287. resetGLState();
  288. setDefaultGLState();
  289. properties.clear();
  290. }
  291. function onTextureDispose( event ) {
  292. var texture = event.target;
  293. texture.removeEventListener( 'dispose', onTextureDispose );
  294. deallocateTexture( texture );
  295. _infoMemory.textures --;
  296. }
  297. function onRenderTargetDispose( event ) {
  298. var renderTarget = event.target;
  299. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  300. deallocateRenderTarget( renderTarget );
  301. _infoMemory.textures --;
  302. }
  303. function onMaterialDispose( event ) {
  304. var material = event.target;
  305. material.removeEventListener( 'dispose', onMaterialDispose );
  306. deallocateMaterial( material );
  307. }
  308. // Buffer deallocation
  309. function deallocateTexture( texture ) {
  310. var textureProperties = properties.get( texture );
  311. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  312. // cube texture
  313. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  314. } else {
  315. // 2D texture
  316. if ( textureProperties.__webglInit === undefined ) return;
  317. _gl.deleteTexture( textureProperties.__webglTexture );
  318. }
  319. // remove all webgl properties
  320. properties.delete( texture );
  321. }
  322. function deallocateRenderTarget( renderTarget ) {
  323. var renderTargetProperties = properties.get( renderTarget );
  324. var textureProperties = properties.get( renderTarget.texture );
  325. if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
  326. _gl.deleteTexture( textureProperties.__webglTexture );
  327. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  328. for ( var i = 0; i < 6; i ++ ) {
  329. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  330. _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  331. }
  332. } else {
  333. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  334. _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  335. }
  336. properties.delete( renderTarget.texture );
  337. properties.delete( renderTarget );
  338. }
  339. function deallocateMaterial( material ) {
  340. releaseMaterialProgramReference( material );
  341. properties.delete( material );
  342. }
  343. function releaseMaterialProgramReference( material ) {
  344. var programInfo = properties.get( material ).program;
  345. material.program = undefined;
  346. if ( programInfo !== undefined ) {
  347. programCache.releaseProgram( programInfo );
  348. }
  349. }
  350. // Buffer rendering
  351. this.renderBufferImmediate = function ( object, program, material ) {
  352. state.initAttributes();
  353. var buffers = properties.get( object );
  354. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  355. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  356. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  357. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  358. var attributes = program.getAttributes();
  359. if ( object.hasPositions ) {
  360. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  361. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  362. state.enableAttribute( attributes.position );
  363. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  364. }
  365. if ( object.hasNormals ) {
  366. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  367. if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) {
  368. for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  369. var array = object.normalArray;
  370. var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  371. var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  372. var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  373. array[ i + 0 ] = nx;
  374. array[ i + 1 ] = ny;
  375. array[ i + 2 ] = nz;
  376. array[ i + 3 ] = nx;
  377. array[ i + 4 ] = ny;
  378. array[ i + 5 ] = nz;
  379. array[ i + 6 ] = nx;
  380. array[ i + 7 ] = ny;
  381. array[ i + 8 ] = nz;
  382. }
  383. }
  384. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  385. state.enableAttribute( attributes.normal );
  386. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  387. }
  388. if ( object.hasUvs && material.map ) {
  389. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  390. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  391. state.enableAttribute( attributes.uv );
  392. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  393. }
  394. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  395. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  396. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  397. state.enableAttribute( attributes.color );
  398. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  399. }
  400. state.disableUnusedAttributes();
  401. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  402. object.count = 0;
  403. };
  404. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  405. setMaterial( material );
  406. var program = setProgram( camera, fog, material, object );
  407. var updateBuffers = false;
  408. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  409. if ( geometryProgram !== _currentGeometryProgram ) {
  410. _currentGeometryProgram = geometryProgram;
  411. updateBuffers = true;
  412. }
  413. // morph targets
  414. var morphTargetInfluences = object.morphTargetInfluences;
  415. if ( morphTargetInfluences !== undefined ) {
  416. var activeInfluences = [];
  417. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  418. var influence = morphTargetInfluences[ i ];
  419. activeInfluences.push( [ influence, i ] );
  420. }
  421. activeInfluences.sort( absNumericalSort );
  422. if ( activeInfluences.length > 8 ) {
  423. activeInfluences.length = 8;
  424. }
  425. var morphAttributes = geometry.morphAttributes;
  426. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  427. var influence = activeInfluences[ i ];
  428. morphInfluences[ i ] = influence[ 0 ];
  429. if ( influence[ 0 ] !== 0 ) {
  430. var index = influence[ 1 ];
  431. if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  432. if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  433. } else {
  434. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  435. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  436. }
  437. }
  438. var uniforms = program.getUniforms();
  439. if ( uniforms.morphTargetInfluences !== null ) {
  440. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  441. }
  442. updateBuffers = true;
  443. }
  444. //
  445. var index = geometry.index;
  446. var position = geometry.attributes.position;
  447. if ( material.wireframe === true ) {
  448. index = objects.getWireframeAttribute( geometry );
  449. }
  450. var renderer;
  451. if ( index !== null ) {
  452. renderer = indexedBufferRenderer;
  453. renderer.setIndex( index );
  454. } else {
  455. renderer = bufferRenderer;
  456. }
  457. if ( updateBuffers ) {
  458. setupVertexAttributes( material, program, geometry );
  459. if ( index !== null ) {
  460. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  461. }
  462. }
  463. //
  464. var dataStart = 0;
  465. var dataCount = Infinity;
  466. if ( index !== null ) {
  467. dataCount = index.count;
  468. } else if ( position !== undefined ) {
  469. dataCount = position.count;
  470. }
  471. var rangeStart = geometry.drawRange.start;
  472. var rangeCount = geometry.drawRange.count;
  473. var groupStart = group !== null ? group.start : 0;
  474. var groupCount = group !== null ? group.count : Infinity;
  475. var drawStart = Math.max( dataStart, rangeStart, groupStart );
  476. var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  477. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  478. //
  479. if ( object instanceof THREE.Mesh ) {
  480. if ( material.wireframe === true ) {
  481. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  482. renderer.setMode( _gl.LINES );
  483. } else {
  484. switch ( object.drawMode ) {
  485. case THREE.TrianglesDrawMode:
  486. renderer.setMode( _gl.TRIANGLES );
  487. break;
  488. case THREE.TriangleStripDrawMode:
  489. renderer.setMode( _gl.TRIANGLE_STRIP );
  490. break;
  491. case THREE.TriangleFanDrawMode:
  492. renderer.setMode( _gl.TRIANGLE_FAN );
  493. break;
  494. }
  495. }
  496. } else if ( object instanceof THREE.Line ) {
  497. var lineWidth = material.linewidth;
  498. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  499. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  500. if ( object instanceof THREE.LineSegments ) {
  501. renderer.setMode( _gl.LINES );
  502. } else {
  503. renderer.setMode( _gl.LINE_STRIP );
  504. }
  505. } else if ( object instanceof THREE.Points ) {
  506. renderer.setMode( _gl.POINTS );
  507. }
  508. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  509. renderer.renderInstances( geometry, drawStart, drawCount );
  510. } else {
  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 absNumericalSort( a, b ) {
  585. return Math.abs( b[ 0 ] ) - Math.abs( 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. if ( renderTarget === undefined ) {
  646. renderTarget = null;
  647. }
  648. this.setRenderTarget( renderTarget );
  649. if ( this.autoClear || forceClear ) {
  650. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  651. }
  652. //
  653. if ( scene.overrideMaterial ) {
  654. var overrideMaterial = scene.overrideMaterial;
  655. renderObjects( opaqueObjects, camera, fog, overrideMaterial );
  656. renderObjects( transparentObjects, camera, fog, overrideMaterial );
  657. } else {
  658. // opaque pass (front-to-back order)
  659. state.setBlending( THREE.NoBlending );
  660. renderObjects( opaqueObjects, camera, fog );
  661. // transparent pass (back-to-front order)
  662. renderObjects( transparentObjects, camera, fog );
  663. }
  664. // custom render plugins (post pass)
  665. spritePlugin.render( scene, camera );
  666. lensFlarePlugin.render( scene, camera, _currentViewport );
  667. // Generate mipmap if we're using any kind of mipmap filtering
  668. if ( renderTarget ) {
  669. var texture = renderTarget.texture;
  670. if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
  671. texture.minFilter !== THREE.NearestFilter &&
  672. texture.minFilter !== THREE.LinearFilter ) {
  673. updateRenderTargetMipmap( renderTarget );
  674. }
  675. }
  676. // Ensure depth buffer writing is enabled so it can be cleared on next render
  677. state.setDepthTest( true );
  678. state.setDepthWrite( true );
  679. state.setColorWrite( true );
  680. // _gl.finish();
  681. };
  682. function pushRenderItem( object, geometry, material, z, group ) {
  683. var array, index;
  684. // allocate the next position in the appropriate array
  685. if ( material.transparent ) {
  686. array = transparentObjects;
  687. index = ++ transparentObjectsLastIndex;
  688. } else {
  689. array = opaqueObjects;
  690. index = ++ opaqueObjectsLastIndex;
  691. }
  692. // recycle existing render item or grow the array
  693. var renderItem = array[ index ];
  694. if ( renderItem !== undefined ) {
  695. renderItem.id = object.id;
  696. renderItem.object = object;
  697. renderItem.geometry = geometry;
  698. renderItem.material = material;
  699. renderItem.z = _vector3.z;
  700. renderItem.group = group;
  701. } else {
  702. renderItem = {
  703. id: object.id,
  704. object: object,
  705. geometry: geometry,
  706. material: material,
  707. z: _vector3.z,
  708. group: group
  709. };
  710. // assert( index === array.length );
  711. array.push( renderItem );
  712. }
  713. }
  714. function projectObject( object, camera ) {
  715. if ( object.visible === false ) return;
  716. if ( object.layers.test( camera.layers ) ) {
  717. if ( object instanceof THREE.Light ) {
  718. lights.push( object );
  719. } else if ( object instanceof THREE.Sprite ) {
  720. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  721. sprites.push( object );
  722. }
  723. } else if ( object instanceof THREE.LensFlare ) {
  724. lensFlares.push( object );
  725. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  726. if ( _this.sortObjects === true ) {
  727. _vector3.setFromMatrixPosition( object.matrixWorld );
  728. _vector3.applyProjection( _projScreenMatrix );
  729. }
  730. pushRenderItem( object, null, object.material, _vector3.z, null );
  731. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  732. if ( object instanceof THREE.SkinnedMesh ) {
  733. object.skeleton.update();
  734. }
  735. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  736. var material = object.material;
  737. if ( material.visible === true ) {
  738. if ( _this.sortObjects === true ) {
  739. _vector3.setFromMatrixPosition( object.matrixWorld );
  740. _vector3.applyProjection( _projScreenMatrix );
  741. }
  742. var geometry = objects.update( object );
  743. if ( material instanceof THREE.MultiMaterial ) {
  744. var groups = geometry.groups;
  745. var materials = material.materials;
  746. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  747. var group = groups[ i ];
  748. var groupMaterial = materials[ group.materialIndex ];
  749. if ( groupMaterial.visible === true ) {
  750. pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  751. }
  752. }
  753. } else {
  754. pushRenderItem( object, geometry, material, _vector3.z, null );
  755. }
  756. }
  757. }
  758. }
  759. }
  760. var children = object.children;
  761. for ( var i = 0, l = children.length; i < l; i ++ ) {
  762. projectObject( children[ i ], camera );
  763. }
  764. }
  765. function renderObjects( renderList, camera, fog, overrideMaterial ) {
  766. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  767. var renderItem = renderList[ i ];
  768. var object = renderItem.object;
  769. var geometry = renderItem.geometry;
  770. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  771. var group = renderItem.group;
  772. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  773. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  774. if ( object instanceof THREE.ImmediateRenderObject ) {
  775. setMaterial( material );
  776. var program = setProgram( camera, fog, material, object );
  777. _currentGeometryProgram = '';
  778. object.render( function ( object ) {
  779. _this.renderBufferImmediate( object, program, material );
  780. } );
  781. } else {
  782. _this.renderBufferDirect( camera, fog, geometry, material, object, group );
  783. }
  784. }
  785. }
  786. function initMaterial( material, fog, object ) {
  787. var materialProperties = properties.get( material );
  788. var parameters = programCache.getParameters( material, _lights, fog, object );
  789. var code = programCache.getProgramCode( material, parameters );
  790. var program = materialProperties.program;
  791. var programChange = true;
  792. if ( program === undefined ) {
  793. // new material
  794. material.addEventListener( 'dispose', onMaterialDispose );
  795. } else if ( program.code !== code ) {
  796. // changed glsl or parameters
  797. releaseMaterialProgramReference( material );
  798. } else if ( parameters.shaderID !== undefined ) {
  799. // same glsl and uniform list
  800. return;
  801. } else {
  802. // only rebuild uniform list
  803. programChange = false;
  804. }
  805. if ( programChange ) {
  806. if ( parameters.shaderID ) {
  807. var shader = THREE.ShaderLib[ parameters.shaderID ];
  808. materialProperties.__webglShader = {
  809. name: material.type,
  810. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  811. vertexShader: shader.vertexShader,
  812. fragmentShader: shader.fragmentShader
  813. };
  814. } else {
  815. materialProperties.__webglShader = {
  816. name: material.type,
  817. uniforms: material.uniforms,
  818. vertexShader: material.vertexShader,
  819. fragmentShader: material.fragmentShader
  820. };
  821. }
  822. material.__webglShader = materialProperties.__webglShader;
  823. program = programCache.acquireProgram( material, parameters, code );
  824. materialProperties.program = program;
  825. material.program = program;
  826. }
  827. var attributes = program.getAttributes();
  828. if ( material.morphTargets ) {
  829. material.numSupportedMorphTargets = 0;
  830. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  831. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  832. material.numSupportedMorphTargets ++;
  833. }
  834. }
  835. }
  836. if ( material.morphNormals ) {
  837. material.numSupportedMorphNormals = 0;
  838. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  839. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  840. material.numSupportedMorphNormals ++;
  841. }
  842. }
  843. }
  844. materialProperties.uniformsList = [];
  845. var uniforms = materialProperties.__webglShader.uniforms,
  846. uniformLocations = materialProperties.program.getUniforms();
  847. for ( var u in uniforms ) {
  848. var location = uniformLocations[ u ];
  849. if ( location ) {
  850. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  851. }
  852. }
  853. if ( material instanceof THREE.MeshPhongMaterial ||
  854. material instanceof THREE.MeshLambertMaterial ||
  855. material instanceof THREE.MeshStandardMaterial ||
  856. material.lights ) {
  857. // store the light setup it was created for
  858. materialProperties.lightsHash = _lights.hash;
  859. // wire up the material to this renderer's lighting state
  860. uniforms.ambientLightColor.value = _lights.ambient;
  861. uniforms.directionalLights.value = _lights.directional;
  862. uniforms.spotLights.value = _lights.spot;
  863. uniforms.pointLights.value = _lights.point;
  864. uniforms.hemisphereLights.value = _lights.hemi;
  865. uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
  866. uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
  867. uniforms.spotShadowMap.value = _lights.spotShadowMap;
  868. uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
  869. uniforms.pointShadowMap.value = _lights.pointShadowMap;
  870. uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
  871. }
  872. // detect dynamic uniforms
  873. materialProperties.hasDynamicUniforms = false;
  874. for ( var j = 0, jl = materialProperties.uniformsList.length; j < jl; j ++ ) {
  875. var uniform = materialProperties.uniformsList[ j ][ 0 ];
  876. if ( uniform.dynamic === true ) {
  877. materialProperties.hasDynamicUniforms = true;
  878. break;
  879. }
  880. }
  881. }
  882. function setMaterial( material ) {
  883. setMaterialFaces( material );
  884. if ( material.transparent === true ) {
  885. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  886. } else {
  887. state.setBlending( THREE.NoBlending );
  888. }
  889. state.setDepthFunc( material.depthFunc );
  890. state.setDepthTest( material.depthTest );
  891. state.setDepthWrite( material.depthWrite );
  892. state.setColorWrite( material.colorWrite );
  893. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  894. }
  895. function setMaterialFaces( material ) {
  896. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  897. state.setFlipSided( material.side === THREE.BackSide );
  898. }
  899. function setProgram( camera, fog, material, object ) {
  900. _usedTextureUnits = 0;
  901. var materialProperties = properties.get( material );
  902. if ( materialProperties.program === undefined ) {
  903. material.needsUpdate = true;
  904. }
  905. if ( materialProperties.lightsHash !== undefined &&
  906. materialProperties.lightsHash !== _lights.hash ) {
  907. material.needsUpdate = true;
  908. }
  909. if ( material.needsUpdate ) {
  910. initMaterial( material, fog, object );
  911. material.needsUpdate = false;
  912. }
  913. var refreshProgram = false;
  914. var refreshMaterial = false;
  915. var refreshLights = false;
  916. var program = materialProperties.program,
  917. p_uniforms = program.getUniforms(),
  918. m_uniforms = materialProperties.__webglShader.uniforms;
  919. if ( program.id !== _currentProgram ) {
  920. _gl.useProgram( program.program );
  921. _currentProgram = program.id;
  922. refreshProgram = true;
  923. refreshMaterial = true;
  924. refreshLights = true;
  925. }
  926. if ( material.id !== _currentMaterialId ) {
  927. _currentMaterialId = material.id;
  928. refreshMaterial = true;
  929. }
  930. if ( refreshProgram || camera !== _currentCamera ) {
  931. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  932. if ( capabilities.logarithmicDepthBuffer ) {
  933. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  934. }
  935. if ( camera !== _currentCamera ) {
  936. _currentCamera = camera;
  937. // lighting uniforms depend on the camera so enforce an update
  938. // now, in case this material supports lights - or later, when
  939. // the next material that does gets activated:
  940. refreshMaterial = true; // set to true on material change
  941. refreshLights = true; // remains set until update done
  942. }
  943. // load material specific uniforms
  944. // (shader material also gets them for the sake of genericity)
  945. if ( material instanceof THREE.ShaderMaterial ||
  946. material instanceof THREE.MeshPhongMaterial ||
  947. material instanceof THREE.MeshStandardMaterial ||
  948. material.envMap ) {
  949. if ( p_uniforms.cameraPosition !== undefined ) {
  950. _vector3.setFromMatrixPosition( camera.matrixWorld );
  951. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  952. }
  953. }
  954. if ( material instanceof THREE.MeshPhongMaterial ||
  955. material instanceof THREE.MeshLambertMaterial ||
  956. material instanceof THREE.MeshBasicMaterial ||
  957. material instanceof THREE.MeshStandardMaterial ||
  958. material instanceof THREE.ShaderMaterial ||
  959. material.skinning ) {
  960. if ( p_uniforms.viewMatrix !== undefined ) {
  961. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  962. }
  963. }
  964. }
  965. // skinning uniforms must be set even if material didn't change
  966. // auto-setting of texture unit for bone texture must go before other textures
  967. // not sure why, but otherwise weird things happen
  968. if ( material.skinning ) {
  969. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  970. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  971. }
  972. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  973. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  974. }
  975. if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  976. if ( p_uniforms.boneTexture !== undefined ) {
  977. var textureUnit = getTextureUnit();
  978. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  979. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  980. }
  981. if ( p_uniforms.boneTextureWidth !== undefined ) {
  982. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  983. }
  984. if ( p_uniforms.boneTextureHeight !== undefined ) {
  985. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  986. }
  987. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  988. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  989. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  990. }
  991. }
  992. }
  993. if ( refreshMaterial ) {
  994. if ( material instanceof THREE.MeshPhongMaterial ||
  995. material instanceof THREE.MeshLambertMaterial ||
  996. material instanceof THREE.MeshStandardMaterial ||
  997. material.lights ) {
  998. // the current material requires lighting info
  999. // note: all lighting uniforms are always set correctly
  1000. // they simply reference the renderer's state for their
  1001. // values
  1002. //
  1003. // use the current material's .needsUpdate flags to set
  1004. // the GL state when required
  1005. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  1006. }
  1007. // refresh uniforms common to several materials
  1008. if ( fog && material.fog ) {
  1009. refreshUniformsFog( m_uniforms, fog );
  1010. }
  1011. if ( material instanceof THREE.MeshBasicMaterial ||
  1012. material instanceof THREE.MeshLambertMaterial ||
  1013. material instanceof THREE.MeshPhongMaterial ||
  1014. material instanceof THREE.MeshStandardMaterial ) {
  1015. refreshUniformsCommon( m_uniforms, material );
  1016. }
  1017. // refresh single material specific uniforms
  1018. if ( material instanceof THREE.LineBasicMaterial ) {
  1019. refreshUniformsLine( m_uniforms, material );
  1020. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1021. refreshUniformsLine( m_uniforms, material );
  1022. refreshUniformsDash( m_uniforms, material );
  1023. } else if ( material instanceof THREE.PointsMaterial ) {
  1024. refreshUniformsPoints( m_uniforms, material );
  1025. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1026. refreshUniformsLambert( m_uniforms, material );
  1027. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1028. refreshUniformsPhong( m_uniforms, material );
  1029. } else if ( material instanceof THREE.MeshStandardMaterial ) {
  1030. refreshUniformsStandard( m_uniforms, material );
  1031. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1032. m_uniforms.mNear.value = camera.near;
  1033. m_uniforms.mFar.value = camera.far;
  1034. m_uniforms.opacity.value = material.opacity;
  1035. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1036. m_uniforms.opacity.value = material.opacity;
  1037. }
  1038. // load common uniforms
  1039. loadUniformsGeneric( materialProperties.uniformsList );
  1040. }
  1041. loadUniformsMatrices( p_uniforms, object );
  1042. if ( p_uniforms.modelMatrix !== undefined ) {
  1043. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1044. }
  1045. if ( materialProperties.hasDynamicUniforms === true ) {
  1046. updateDynamicUniforms( materialProperties.uniformsList, object, camera );
  1047. }
  1048. return program;
  1049. }
  1050. function updateDynamicUniforms ( uniforms, object, camera ) {
  1051. var dynamicUniforms = [];
  1052. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1053. var uniform = uniforms[ j ][ 0 ];
  1054. var onUpdateCallback = uniform.onUpdateCallback;
  1055. if ( onUpdateCallback !== undefined ) {
  1056. onUpdateCallback.bind( uniform )( object, camera );
  1057. dynamicUniforms.push( uniforms[ j ] );
  1058. }
  1059. }
  1060. loadUniformsGeneric( dynamicUniforms );
  1061. }
  1062. // Uniforms (refresh uniforms objects)
  1063. function refreshUniformsCommon ( uniforms, material ) {
  1064. uniforms.opacity.value = material.opacity;
  1065. uniforms.diffuse.value = material.color;
  1066. if ( material.emissive ) {
  1067. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  1068. }
  1069. uniforms.map.value = material.map;
  1070. uniforms.specularMap.value = material.specularMap;
  1071. uniforms.alphaMap.value = material.alphaMap;
  1072. if ( material.aoMap ) {
  1073. uniforms.aoMap.value = material.aoMap;
  1074. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1075. }
  1076. // uv repeat and offset setting priorities
  1077. // 1. color map
  1078. // 2. specular map
  1079. // 3. normal map
  1080. // 4. bump map
  1081. // 5. alpha map
  1082. // 6. emissive map
  1083. var uvScaleMap;
  1084. if ( material.map ) {
  1085. uvScaleMap = material.map;
  1086. } else if ( material.specularMap ) {
  1087. uvScaleMap = material.specularMap;
  1088. } else if ( material.displacementMap ) {
  1089. uvScaleMap = material.displacementMap;
  1090. } else if ( material.normalMap ) {
  1091. uvScaleMap = material.normalMap;
  1092. } else if ( material.bumpMap ) {
  1093. uvScaleMap = material.bumpMap;
  1094. } else if ( material.roughnessMap ) {
  1095. uvScaleMap = material.roughnessMap;
  1096. } else if ( material.metalnessMap ) {
  1097. uvScaleMap = material.metalnessMap;
  1098. } else if ( material.alphaMap ) {
  1099. uvScaleMap = material.alphaMap;
  1100. } else if ( material.emissiveMap ) {
  1101. uvScaleMap = material.emissiveMap;
  1102. }
  1103. if ( uvScaleMap !== undefined ) {
  1104. if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) {
  1105. uvScaleMap = uvScaleMap.texture;
  1106. }
  1107. var offset = uvScaleMap.offset;
  1108. var repeat = uvScaleMap.repeat;
  1109. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1110. }
  1111. uniforms.envMap.value = material.envMap;
  1112. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1113. uniforms.reflectivity.value = material.reflectivity;
  1114. uniforms.refractionRatio.value = material.refractionRatio;
  1115. }
  1116. function refreshUniformsLine ( uniforms, material ) {
  1117. uniforms.diffuse.value = material.color;
  1118. uniforms.opacity.value = material.opacity;
  1119. }
  1120. function refreshUniformsDash ( uniforms, material ) {
  1121. uniforms.dashSize.value = material.dashSize;
  1122. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1123. uniforms.scale.value = material.scale;
  1124. }
  1125. function refreshUniformsPoints ( uniforms, material ) {
  1126. uniforms.diffuse.value = material.color;
  1127. uniforms.opacity.value = material.opacity;
  1128. uniforms.size.value = material.size * _pixelRatio;
  1129. uniforms.scale.value = _canvas.clientHeight / 2.0; // TODO: Cache this.
  1130. uniforms.map.value = material.map;
  1131. if ( material.map !== null ) {
  1132. var offset = material.map.offset;
  1133. var repeat = material.map.repeat;
  1134. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1135. }
  1136. }
  1137. function refreshUniformsFog ( uniforms, fog ) {
  1138. uniforms.fogColor.value = fog.color;
  1139. if ( fog instanceof THREE.Fog ) {
  1140. uniforms.fogNear.value = fog.near;
  1141. uniforms.fogFar.value = fog.far;
  1142. } else if ( fog instanceof THREE.FogExp2 ) {
  1143. uniforms.fogDensity.value = fog.density;
  1144. }
  1145. }
  1146. function refreshUniformsLambert ( uniforms, material ) {
  1147. if ( material.lightMap ) {
  1148. uniforms.lightMap.value = material.lightMap;
  1149. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1150. }
  1151. if ( material.emissiveMap ) {
  1152. uniforms.emissiveMap.value = material.emissiveMap;
  1153. }
  1154. }
  1155. function refreshUniformsPhong ( uniforms, material ) {
  1156. uniforms.specular.value = material.specular;
  1157. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1158. if ( material.lightMap ) {
  1159. uniforms.lightMap.value = material.lightMap;
  1160. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1161. }
  1162. if ( material.emissiveMap ) {
  1163. uniforms.emissiveMap.value = material.emissiveMap;
  1164. }
  1165. if ( material.bumpMap ) {
  1166. uniforms.bumpMap.value = material.bumpMap;
  1167. uniforms.bumpScale.value = material.bumpScale;
  1168. }
  1169. if ( material.normalMap ) {
  1170. uniforms.normalMap.value = material.normalMap;
  1171. uniforms.normalScale.value.copy( material.normalScale );
  1172. }
  1173. if ( material.displacementMap ) {
  1174. uniforms.displacementMap.value = material.displacementMap;
  1175. uniforms.displacementScale.value = material.displacementScale;
  1176. uniforms.displacementBias.value = material.displacementBias;
  1177. }
  1178. }
  1179. function refreshUniformsStandard ( uniforms, material ) {
  1180. uniforms.roughness.value = material.roughness;
  1181. uniforms.metalness.value = material.metalness;
  1182. if ( material.roughnessMap ) {
  1183. uniforms.roughnessMap.value = material.roughnessMap;
  1184. }
  1185. if ( material.metalnessMap ) {
  1186. uniforms.metalnessMap.value = material.metalnessMap;
  1187. }
  1188. if ( material.lightMap ) {
  1189. uniforms.lightMap.value = material.lightMap;
  1190. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1191. }
  1192. if ( material.emissiveMap ) {
  1193. uniforms.emissiveMap.value = material.emissiveMap;
  1194. }
  1195. if ( material.bumpMap ) {
  1196. uniforms.bumpMap.value = material.bumpMap;
  1197. uniforms.bumpScale.value = material.bumpScale;
  1198. }
  1199. if ( material.normalMap ) {
  1200. uniforms.normalMap.value = material.normalMap;
  1201. uniforms.normalScale.value.copy( material.normalScale );
  1202. }
  1203. if ( material.displacementMap ) {
  1204. uniforms.displacementMap.value = material.displacementMap;
  1205. uniforms.displacementScale.value = material.displacementScale;
  1206. uniforms.displacementBias.value = material.displacementBias;
  1207. }
  1208. if ( material.envMap ) {
  1209. //uniforms.envMap.value = material.envMap; // part of uniforms common
  1210. uniforms.envMapIntensity.value = material.envMapIntensity;
  1211. }
  1212. }
  1213. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1214. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1215. uniforms.ambientLightColor.needsUpdate = value;
  1216. uniforms.directionalLights.needsUpdate = value;
  1217. uniforms.pointLights.needsUpdate = value;
  1218. uniforms.spotLights.needsUpdate = value;
  1219. uniforms.hemisphereLights.needsUpdate = value;
  1220. }
  1221. // Uniforms (load to GPU)
  1222. function loadUniformsMatrices ( uniforms, object ) {
  1223. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1224. if ( uniforms.normalMatrix ) {
  1225. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1226. }
  1227. }
  1228. function getTextureUnit() {
  1229. var textureUnit = _usedTextureUnits;
  1230. if ( textureUnit >= capabilities.maxTextures ) {
  1231. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  1232. }
  1233. _usedTextureUnits += 1;
  1234. return textureUnit;
  1235. }
  1236. function loadUniformsGeneric ( uniforms ) {
  1237. var texture, textureUnit;
  1238. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1239. var uniform = uniforms[ j ][ 0 ];
  1240. // needsUpdate property is not added to all uniforms.
  1241. if ( uniform.needsUpdate === false ) continue;
  1242. var type = uniform.type;
  1243. var value = uniform.value;
  1244. var location = uniforms[ j ][ 1 ];
  1245. switch ( type ) {
  1246. case '1i':
  1247. _gl.uniform1i( location, value );
  1248. break;
  1249. case '1f':
  1250. _gl.uniform1f( location, value );
  1251. break;
  1252. case '2f':
  1253. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1254. break;
  1255. case '3f':
  1256. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1257. break;
  1258. case '4f':
  1259. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1260. break;
  1261. case '1iv':
  1262. _gl.uniform1iv( location, value );
  1263. break;
  1264. case '3iv':
  1265. _gl.uniform3iv( location, value );
  1266. break;
  1267. case '1fv':
  1268. _gl.uniform1fv( location, value );
  1269. break;
  1270. case '2fv':
  1271. _gl.uniform2fv( location, value );
  1272. break;
  1273. case '3fv':
  1274. _gl.uniform3fv( location, value );
  1275. break;
  1276. case '4fv':
  1277. _gl.uniform4fv( location, value );
  1278. break;
  1279. case 'Matrix2fv':
  1280. _gl.uniformMatrix2fv( location, false, value );
  1281. break;
  1282. case 'Matrix3fv':
  1283. _gl.uniformMatrix3fv( location, false, value );
  1284. break;
  1285. case 'Matrix4fv':
  1286. _gl.uniformMatrix4fv( location, false, value );
  1287. break;
  1288. //
  1289. case 'i':
  1290. // single integer
  1291. _gl.uniform1i( location, value );
  1292. break;
  1293. case 'f':
  1294. // single float
  1295. _gl.uniform1f( location, value );
  1296. break;
  1297. case 'v2':
  1298. // single THREE.Vector2
  1299. _gl.uniform2f( location, value.x, value.y );
  1300. break;
  1301. case 'v3':
  1302. // single THREE.Vector3
  1303. _gl.uniform3f( location, value.x, value.y, value.z );
  1304. break;
  1305. case 'v4':
  1306. // single THREE.Vector4
  1307. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1308. break;
  1309. case 'c':
  1310. // single THREE.Color
  1311. _gl.uniform3f( location, value.r, value.g, value.b );
  1312. break;
  1313. /*
  1314. case 's':
  1315. // TODO: Optimize this.
  1316. for( var propertyName in uniform.properties ) {
  1317. var property = uniform.properties[ propertyName ];
  1318. var locationProperty = location[ propertyName ];
  1319. var valueProperty = value[ propertyName ];
  1320. switch( property.type ) {
  1321. case 'i':
  1322. _gl.uniform1i( locationProperty, valueProperty );
  1323. break;
  1324. case 'f':
  1325. _gl.uniform1f( locationProperty, valueProperty );
  1326. break;
  1327. case 'v2':
  1328. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1329. break;
  1330. case 'v3':
  1331. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1332. break;
  1333. case 'v4':
  1334. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1335. break;
  1336. case 'c':
  1337. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1338. break;
  1339. };
  1340. }
  1341. break;
  1342. */
  1343. case 'sa':
  1344. // TODO: Optimize this.
  1345. for ( var i = 0; i < value.length; i ++ ) {
  1346. for ( var propertyName in uniform.properties ) {
  1347. var property = uniform.properties[ propertyName ];
  1348. var locationProperty = location[ i ][ propertyName ];
  1349. var valueProperty = value[ i ][ propertyName ];
  1350. switch ( property.type ) {
  1351. case 'i':
  1352. _gl.uniform1i( locationProperty, valueProperty );
  1353. break;
  1354. case 'f':
  1355. _gl.uniform1f( locationProperty, valueProperty );
  1356. break;
  1357. case 'v2':
  1358. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1359. break;
  1360. case 'v3':
  1361. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1362. break;
  1363. case 'v4':
  1364. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1365. break;
  1366. case 'c':
  1367. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1368. break;
  1369. case 'm4':
  1370. _gl.uniformMatrix4fv( locationProperty, false, valueProperty.elements );
  1371. break;
  1372. }
  1373. }
  1374. }
  1375. break;
  1376. case 'iv1':
  1377. // flat array of integers (JS or typed array)
  1378. _gl.uniform1iv( location, value );
  1379. break;
  1380. case 'iv':
  1381. // flat array of integers with 3 x N size (JS or typed array)
  1382. _gl.uniform3iv( location, value );
  1383. break;
  1384. case 'fv1':
  1385. // flat array of floats (JS or typed array)
  1386. _gl.uniform1fv( location, value );
  1387. break;
  1388. case 'fv':
  1389. // flat array of floats with 3 x N size (JS or typed array)
  1390. _gl.uniform3fv( location, value );
  1391. break;
  1392. case 'v2v':
  1393. // array of THREE.Vector2
  1394. if ( uniform._array === undefined ) {
  1395. uniform._array = new Float32Array( 2 * value.length );
  1396. }
  1397. for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
  1398. uniform._array[ i2 + 0 ] = value[ i ].x;
  1399. uniform._array[ i2 + 1 ] = value[ i ].y;
  1400. }
  1401. _gl.uniform2fv( location, uniform._array );
  1402. break;
  1403. case 'v3v':
  1404. // array of THREE.Vector3
  1405. if ( uniform._array === undefined ) {
  1406. uniform._array = new Float32Array( 3 * value.length );
  1407. }
  1408. for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
  1409. uniform._array[ i3 + 0 ] = value[ i ].x;
  1410. uniform._array[ i3 + 1 ] = value[ i ].y;
  1411. uniform._array[ i3 + 2 ] = value[ i ].z;
  1412. }
  1413. _gl.uniform3fv( location, uniform._array );
  1414. break;
  1415. case 'v4v':
  1416. // array of THREE.Vector4
  1417. if ( uniform._array === undefined ) {
  1418. uniform._array = new Float32Array( 4 * value.length );
  1419. }
  1420. for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
  1421. uniform._array[ i4 + 0 ] = value[ i ].x;
  1422. uniform._array[ i4 + 1 ] = value[ i ].y;
  1423. uniform._array[ i4 + 2 ] = value[ i ].z;
  1424. uniform._array[ i4 + 3 ] = value[ i ].w;
  1425. }
  1426. _gl.uniform4fv( location, uniform._array );
  1427. break;
  1428. case 'm2':
  1429. // single THREE.Matrix2
  1430. _gl.uniformMatrix2fv( location, false, value.elements );
  1431. break;
  1432. case 'm3':
  1433. // single THREE.Matrix3
  1434. _gl.uniformMatrix3fv( location, false, value.elements );
  1435. break;
  1436. case 'm3v':
  1437. // array of THREE.Matrix3
  1438. if ( uniform._array === undefined ) {
  1439. uniform._array = new Float32Array( 9 * value.length );
  1440. }
  1441. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1442. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1443. }
  1444. _gl.uniformMatrix3fv( location, false, uniform._array );
  1445. break;
  1446. case 'm4':
  1447. // single THREE.Matrix4
  1448. _gl.uniformMatrix4fv( location, false, value.elements );
  1449. break;
  1450. case 'm4v':
  1451. // array of THREE.Matrix4
  1452. if ( uniform._array === undefined ) {
  1453. uniform._array = new Float32Array( 16 * value.length );
  1454. }
  1455. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1456. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1457. }
  1458. _gl.uniformMatrix4fv( location, false, uniform._array );
  1459. break;
  1460. case 't':
  1461. // single THREE.Texture (2d or cube)
  1462. texture = value;
  1463. textureUnit = getTextureUnit();
  1464. _gl.uniform1i( location, textureUnit );
  1465. if ( ! texture ) continue;
  1466. if ( texture instanceof THREE.CubeTexture ||
  1467. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1468. // CompressedTexture can have Array in image :/
  1469. setCubeTexture( texture, textureUnit );
  1470. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1471. setCubeTextureDynamic( texture.texture, textureUnit );
  1472. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1473. _this.setTexture( texture.texture, textureUnit );
  1474. } else {
  1475. _this.setTexture( texture, textureUnit );
  1476. }
  1477. break;
  1478. case 'tv':
  1479. // array of THREE.Texture (2d or cube)
  1480. if ( uniform._array === undefined ) {
  1481. uniform._array = [];
  1482. }
  1483. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1484. uniform._array[ i ] = getTextureUnit();
  1485. }
  1486. _gl.uniform1iv( location, uniform._array );
  1487. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1488. texture = uniform.value[ i ];
  1489. textureUnit = uniform._array[ i ];
  1490. if ( ! texture ) continue;
  1491. if ( texture instanceof THREE.CubeTexture ||
  1492. ( texture.image instanceof Array && texture.image.length === 6 ) ) {
  1493. // CompressedTexture can have Array in image :/
  1494. setCubeTexture( texture, textureUnit );
  1495. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1496. _this.setTexture( texture.texture, textureUnit );
  1497. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1498. setCubeTextureDynamic( texture.texture, textureUnit );
  1499. } else {
  1500. _this.setTexture( texture, textureUnit );
  1501. }
  1502. }
  1503. break;
  1504. default:
  1505. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1506. }
  1507. }
  1508. }
  1509. function setupLights ( lights, camera ) {
  1510. var l, ll, light,
  1511. r = 0, g = 0, b = 0,
  1512. color,
  1513. intensity,
  1514. distance,
  1515. viewMatrix = camera.matrixWorldInverse,
  1516. directionalLength = 0,
  1517. pointLength = 0,
  1518. spotLength = 0,
  1519. hemiLength = 0,
  1520. shadowsLength = 0;
  1521. _lights.shadowsPointLight = 0;
  1522. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1523. light = lights[ l ];
  1524. color = light.color;
  1525. intensity = light.intensity;
  1526. distance = light.distance;
  1527. if ( light instanceof THREE.AmbientLight ) {
  1528. r += color.r * intensity;
  1529. g += color.g * intensity;
  1530. b += color.b * intensity;
  1531. } else if ( light instanceof THREE.DirectionalLight ) {
  1532. var uniforms = lightCache.get( light );
  1533. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1534. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1535. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1536. uniforms.direction.sub( _vector3 );
  1537. uniforms.direction.transformDirection( viewMatrix );
  1538. uniforms.shadow = light.castShadow;
  1539. if ( light.castShadow ) {
  1540. uniforms.shadowBias = light.shadow.bias;
  1541. uniforms.shadowRadius = light.shadow.radius;
  1542. uniforms.shadowMapSize = light.shadow.mapSize;
  1543. _lights.shadows[ shadowsLength ++ ] = light;
  1544. }
  1545. _lights.directionalShadowMap[ directionalLength ] = light.shadow.map;
  1546. _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  1547. _lights.directional[ directionalLength ++ ] = uniforms;
  1548. } else if ( light instanceof THREE.SpotLight ) {
  1549. var uniforms = lightCache.get( light );
  1550. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1551. uniforms.position.applyMatrix4( viewMatrix );
  1552. uniforms.color.copy( color ).multiplyScalar( intensity );
  1553. uniforms.distance = distance;
  1554. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1555. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1556. uniforms.direction.sub( _vector3 );
  1557. uniforms.direction.transformDirection( viewMatrix );
  1558. uniforms.coneCos = Math.cos( light.angle );
  1559. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  1560. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1561. uniforms.shadow = light.castShadow;
  1562. if ( light.castShadow ) {
  1563. uniforms.shadowBias = light.shadow.bias;
  1564. uniforms.shadowRadius = light.shadow.radius;
  1565. uniforms.shadowMapSize = light.shadow.mapSize;
  1566. _lights.shadows[ shadowsLength ++ ] = light;
  1567. }
  1568. _lights.spotShadowMap[ spotLength ] = light.shadow.map;
  1569. _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  1570. _lights.spot[ spotLength ++ ] = uniforms;
  1571. } else if ( light instanceof THREE.PointLight ) {
  1572. var uniforms = lightCache.get( light );
  1573. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1574. uniforms.position.applyMatrix4( viewMatrix );
  1575. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1576. uniforms.distance = light.distance;
  1577. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1578. uniforms.shadow = light.castShadow;
  1579. if ( light.castShadow ) {
  1580. uniforms.shadowBias = light.shadow.bias;
  1581. uniforms.shadowRadius = light.shadow.radius;
  1582. uniforms.shadowMapSize = light.shadow.mapSize;
  1583. _lights.shadows[ shadowsLength ++ ] = light;
  1584. }
  1585. _lights.pointShadowMap[ pointLength ] = light.shadow.map;
  1586. if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {
  1587. _lights.pointShadowMatrix[ pointLength ] = new THREE.Matrix4();
  1588. }
  1589. // for point lights we set the shadow matrix to be a translation-only matrix
  1590. // equal to inverse of the light's position
  1591. _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
  1592. _lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );
  1593. _lights.point[ pointLength ++ ] = uniforms;
  1594. } else if ( light instanceof THREE.HemisphereLight ) {
  1595. var uniforms = lightCache.get( light );
  1596. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1597. uniforms.direction.transformDirection( viewMatrix );
  1598. uniforms.direction.normalize();
  1599. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  1600. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  1601. _lights.hemi[ hemiLength ++ ] = uniforms;
  1602. }
  1603. }
  1604. _lights.ambient[ 0 ] = r;
  1605. _lights.ambient[ 1 ] = g;
  1606. _lights.ambient[ 2 ] = b;
  1607. _lights.directional.length = directionalLength;
  1608. _lights.spot.length = spotLength;
  1609. _lights.point.length = pointLength;
  1610. _lights.hemi.length = hemiLength;
  1611. _lights.shadows.length = shadowsLength;
  1612. _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + shadowsLength;
  1613. }
  1614. // GL state setting
  1615. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1616. if ( cullFace === THREE.CullFaceNone ) {
  1617. state.disable( _gl.CULL_FACE );
  1618. } else {
  1619. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1620. _gl.frontFace( _gl.CW );
  1621. } else {
  1622. _gl.frontFace( _gl.CCW );
  1623. }
  1624. if ( cullFace === THREE.CullFaceBack ) {
  1625. _gl.cullFace( _gl.BACK );
  1626. } else if ( cullFace === THREE.CullFaceFront ) {
  1627. _gl.cullFace( _gl.FRONT );
  1628. } else {
  1629. _gl.cullFace( _gl.FRONT_AND_BACK );
  1630. }
  1631. state.enable( _gl.CULL_FACE );
  1632. }
  1633. };
  1634. // Textures
  1635. function setTextureParameters ( textureType, texture, isPowerOfTwoImage ) {
  1636. var extension;
  1637. if ( isPowerOfTwoImage ) {
  1638. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1639. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1640. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1641. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1642. } else {
  1643. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1644. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1645. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1646. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
  1647. }
  1648. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1649. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1650. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1651. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
  1652. }
  1653. }
  1654. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1655. if ( extension ) {
  1656. if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  1657. if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  1658. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1659. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1660. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1661. }
  1662. }
  1663. }
  1664. function uploadTexture( textureProperties, texture, slot ) {
  1665. if ( textureProperties.__webglInit === undefined ) {
  1666. textureProperties.__webglInit = true;
  1667. texture.addEventListener( 'dispose', onTextureDispose );
  1668. textureProperties.__webglTexture = _gl.createTexture();
  1669. _infoMemory.textures ++;
  1670. }
  1671. state.activeTexture( _gl.TEXTURE0 + slot );
  1672. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1673. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1674. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1675. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1676. var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  1677. if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
  1678. image = makePowerOfTwo( image );
  1679. }
  1680. var isPowerOfTwoImage = isPowerOfTwo( image ),
  1681. glFormat = paramThreeToGL( texture.format ),
  1682. glType = paramThreeToGL( texture.type );
  1683. setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );
  1684. var mipmap, mipmaps = texture.mipmaps;
  1685. if ( texture instanceof THREE.DataTexture ) {
  1686. // use manually created mipmaps if available
  1687. // if there are no manual mipmaps
  1688. // set 0 level mipmap and then use GL to generate other mipmap levels
  1689. if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  1690. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1691. mipmap = mipmaps[ i ];
  1692. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1693. }
  1694. texture.generateMipmaps = false;
  1695. } else {
  1696. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1697. }
  1698. } else if ( texture instanceof THREE.CompressedTexture ) {
  1699. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1700. mipmap = mipmaps[ i ];
  1701. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1702. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1703. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1704. } else {
  1705. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1706. }
  1707. } else {
  1708. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1709. }
  1710. }
  1711. } else {
  1712. // regular Texture (image, video, canvas)
  1713. // use manually created mipmaps if available
  1714. // if there are no manual mipmaps
  1715. // set 0 level mipmap and then use GL to generate other mipmap levels
  1716. if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  1717. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1718. mipmap = mipmaps[ i ];
  1719. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1720. }
  1721. texture.generateMipmaps = false;
  1722. } else {
  1723. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
  1724. }
  1725. }
  1726. if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1727. textureProperties.__version = texture.version;
  1728. if ( texture.onUpdate ) texture.onUpdate( texture );
  1729. }
  1730. this.setTexture = function ( texture, slot ) {
  1731. var textureProperties = properties.get( texture );
  1732. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1733. var image = texture.image;
  1734. if ( image === undefined ) {
  1735. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1736. return;
  1737. }
  1738. if ( image.complete === false ) {
  1739. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1740. return;
  1741. }
  1742. uploadTexture( textureProperties, texture, slot );
  1743. return;
  1744. }
  1745. state.activeTexture( _gl.TEXTURE0 + slot );
  1746. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1747. };
  1748. function clampToMaxSize ( image, maxSize ) {
  1749. if ( image.width > maxSize || image.height > maxSize ) {
  1750. // Warning: Scaling through the canvas will only work with images that use
  1751. // premultiplied alpha.
  1752. var scale = maxSize / Math.max( image.width, image.height );
  1753. var canvas = document.createElement( 'canvas' );
  1754. canvas.width = Math.floor( image.width * scale );
  1755. canvas.height = Math.floor( image.height * scale );
  1756. var context = canvas.getContext( '2d' );
  1757. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1758. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1759. return canvas;
  1760. }
  1761. return image;
  1762. }
  1763. function isPowerOfTwo( image ) {
  1764. return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
  1765. }
  1766. function textureNeedsPowerOfTwo( texture ) {
  1767. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
  1768. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;
  1769. return false;
  1770. }
  1771. function makePowerOfTwo( image ) {
  1772. if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
  1773. var canvas = document.createElement( 'canvas' );
  1774. canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
  1775. canvas.height = THREE.Math.nearestPowerOfTwo( image.height );
  1776. var context = canvas.getContext( '2d' );
  1777. context.drawImage( image, 0, 0, canvas.width, canvas.height );
  1778. console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1779. return canvas;
  1780. }
  1781. return image;
  1782. }
  1783. function setCubeTexture ( texture, slot ) {
  1784. var textureProperties = properties.get( texture );
  1785. if ( texture.image.length === 6 ) {
  1786. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1787. if ( ! textureProperties.__image__webglTextureCube ) {
  1788. texture.addEventListener( 'dispose', onTextureDispose );
  1789. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1790. _infoMemory.textures ++;
  1791. }
  1792. state.activeTexture( _gl.TEXTURE0 + slot );
  1793. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1794. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1795. var isCompressed = texture instanceof THREE.CompressedTexture;
  1796. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1797. var cubeImage = [];
  1798. for ( var i = 0; i < 6; i ++ ) {
  1799. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1800. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  1801. } else {
  1802. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1803. }
  1804. }
  1805. var image = cubeImage[ 0 ],
  1806. isPowerOfTwoImage = isPowerOfTwo( image ),
  1807. glFormat = paramThreeToGL( texture.format ),
  1808. glType = paramThreeToGL( texture.type );
  1809. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
  1810. for ( var i = 0; i < 6; i ++ ) {
  1811. if ( ! isCompressed ) {
  1812. if ( isDataTexture ) {
  1813. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1814. } else {
  1815. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1816. }
  1817. } else {
  1818. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1819. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1820. mipmap = mipmaps[ j ];
  1821. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1822. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1823. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1824. } else {
  1825. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1826. }
  1827. } else {
  1828. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1829. }
  1830. }
  1831. }
  1832. }
  1833. if ( texture.generateMipmaps && isPowerOfTwoImage ) {
  1834. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1835. }
  1836. textureProperties.__version = texture.version;
  1837. if ( texture.onUpdate ) texture.onUpdate( texture );
  1838. } else {
  1839. state.activeTexture( _gl.TEXTURE0 + slot );
  1840. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1841. }
  1842. }
  1843. }
  1844. function setCubeTextureDynamic ( texture, slot ) {
  1845. state.activeTexture( _gl.TEXTURE0 + slot );
  1846. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1847. }
  1848. // Render targets
  1849. // Setup storage for target texture and bind it to correct framebuffer
  1850. function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) {
  1851. var glFormat = paramThreeToGL( renderTarget.texture.format );
  1852. var glType = paramThreeToGL( renderTarget.texture.type );
  1853. state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1854. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1855. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  1856. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1857. }
  1858. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  1859. function setupRenderBufferStorage ( renderbuffer, renderTarget ) {
  1860. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1861. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1862. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1863. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1864. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1865. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1866. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1867. } else {
  1868. // FIXME: We don't support !depth !stencil
  1869. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1870. }
  1871. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1872. }
  1873. // Setup GL resources for a non-texture depth buffer
  1874. function setupDepthRenderbuffer( renderTarget ) {
  1875. var renderTargetProperties = properties.get( renderTarget );
  1876. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1877. if ( isCube ) {
  1878. renderTargetProperties.__webglDepthbuffer = [];
  1879. for ( var i = 0; i < 6; i ++ ) {
  1880. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  1881. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  1882. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  1883. }
  1884. } else {
  1885. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  1886. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  1887. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  1888. }
  1889. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1890. }
  1891. // Set up GL resources for the render target
  1892. function setupRenderTarget( renderTarget ) {
  1893. var renderTargetProperties = properties.get( renderTarget );
  1894. var textureProperties = properties.get( renderTarget.texture );
  1895. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1896. textureProperties.__webglTexture = _gl.createTexture();
  1897. _infoMemory.textures ++;
  1898. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1899. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
  1900. // Setup framebuffer
  1901. if ( isCube ) {
  1902. renderTargetProperties.__webglFramebuffer = [];
  1903. for ( var i = 0; i < 6; i ++ ) {
  1904. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1905. }
  1906. } else {
  1907. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1908. }
  1909. // Setup color buffer
  1910. if ( isCube ) {
  1911. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  1912. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  1913. for ( var i = 0; i < 6; i ++ ) {
  1914. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1915. }
  1916. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1917. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1918. } else {
  1919. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1920. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  1921. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  1922. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1923. state.bindTexture( _gl.TEXTURE_2D, null );
  1924. }
  1925. // Setup depth and stencil buffers
  1926. if ( renderTarget.depthBuffer ) {
  1927. setupDepthRenderbuffer( renderTarget );
  1928. }
  1929. }
  1930. this.getCurrentRenderTarget = function() {
  1931. return _currentRenderTarget;
  1932. }
  1933. this.setRenderTarget = function ( renderTarget ) {
  1934. _currentRenderTarget = renderTarget;
  1935. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1936. setupRenderTarget( renderTarget );
  1937. }
  1938. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1939. var framebuffer;
  1940. if ( renderTarget ) {
  1941. var renderTargetProperties = properties.get( renderTarget );
  1942. if ( isCube ) {
  1943. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1944. } else {
  1945. framebuffer = renderTargetProperties.__webglFramebuffer;
  1946. }
  1947. _currentScissor.copy( renderTarget.scissor );
  1948. _currentScissorTest = renderTarget.scissorTest;
  1949. _currentViewport.copy( renderTarget.viewport );
  1950. } else {
  1951. framebuffer = null;
  1952. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
  1953. _currentScissorTest = _scissorTest;
  1954. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
  1955. }
  1956. if ( _currentFramebuffer !== framebuffer ) {
  1957. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1958. _currentFramebuffer = framebuffer;
  1959. }
  1960. state.scissor( _currentScissor );
  1961. state.setScissorTest( _currentScissorTest );
  1962. state.viewport( _currentViewport );
  1963. if ( isCube ) {
  1964. var textureProperties = properties.get( renderTarget.texture );
  1965. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
  1966. }
  1967. };
  1968. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  1969. if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
  1970. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1971. return;
  1972. }
  1973. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1974. if ( framebuffer ) {
  1975. var restore = false;
  1976. if ( framebuffer !== _currentFramebuffer ) {
  1977. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1978. restore = true;
  1979. }
  1980. try {
  1981. var texture = renderTarget.texture;
  1982. if ( texture.format !== THREE.RGBAFormat
  1983. && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1984. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1985. return;
  1986. }
  1987. if ( texture.type !== THREE.UnsignedByteType
  1988. && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
  1989. && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
  1990. && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
  1991. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1992. return;
  1993. }
  1994. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1995. _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
  1996. } else {
  1997. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1998. }
  1999. } finally {
  2000. if ( restore ) {
  2001. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  2002. }
  2003. }
  2004. }
  2005. };
  2006. function updateRenderTargetMipmap( renderTarget ) {
  2007. var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  2008. var texture = properties.get( renderTarget.texture ).__webglTexture;
  2009. state.bindTexture( target, texture );
  2010. _gl.generateMipmap( target );
  2011. state.bindTexture( target, null );
  2012. }
  2013. // Fallback filters for non-power-of-2 textures
  2014. function filterFallback ( f ) {
  2015. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  2016. return _gl.NEAREST;
  2017. }
  2018. return _gl.LINEAR;
  2019. }
  2020. // Map three.js constants to WebGL constants
  2021. function paramThreeToGL ( p ) {
  2022. var extension;
  2023. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  2024. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  2025. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  2026. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  2027. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  2028. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  2029. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  2030. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  2031. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  2032. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  2033. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  2034. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  2035. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  2036. if ( p === THREE.ByteType ) return _gl.BYTE;
  2037. if ( p === THREE.ShortType ) return _gl.SHORT;
  2038. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  2039. if ( p === THREE.IntType ) return _gl.INT;
  2040. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  2041. if ( p === THREE.FloatType ) return _gl.FLOAT;
  2042. extension = extensions.get( 'OES_texture_half_float' );
  2043. if ( extension !== null ) {
  2044. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  2045. }
  2046. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  2047. if ( p === THREE.RGBFormat ) return _gl.RGB;
  2048. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2049. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2050. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2051. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2052. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2053. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2054. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2055. if ( p === THREE.OneFactor ) return _gl.ONE;
  2056. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2057. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2058. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2059. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2060. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2061. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2062. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2063. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2064. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2065. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2066. if ( extension !== null ) {
  2067. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2068. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2069. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2070. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2071. }
  2072. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2073. if ( extension !== null ) {
  2074. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2075. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2076. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2077. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2078. }
  2079. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  2080. if ( extension !== null ) {
  2081. if ( p === THREE.RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  2082. }
  2083. extension = extensions.get( 'EXT_blend_minmax' );
  2084. if ( extension !== null ) {
  2085. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2086. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2087. }
  2088. return 0;
  2089. }
  2090. };