WebGLRenderer.js 83 KB

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