WebGLRenderer.js 81 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 opaqueImmediateObjects = [];
  29. var opaqueImmediateObjectsLastIndex = -1;
  30. var transparentImmediateObjects = [];
  31. var transparentImmediateObjectsLastIndex = -1;
  32. var morphInfluences = new Float32Array( 8 );
  33. var sprites = [];
  34. var lensFlares = [];
  35. // public properties
  36. this.domElement = _canvas;
  37. this.context = null;
  38. // clearing
  39. this.autoClear = true;
  40. this.autoClearColor = true;
  41. this.autoClearDepth = true;
  42. this.autoClearStencil = true;
  43. // scene graph
  44. this.sortObjects = true;
  45. // physically based shading
  46. this.gammaFactor = 2.0; // for backwards compatibility
  47. this.gammaInput = false;
  48. this.gammaOutput = false;
  49. // morphs
  50. this.maxMorphTargets = 8;
  51. this.maxMorphNormals = 4;
  52. // flags
  53. this.autoScaleCubemaps = true;
  54. // internal properties
  55. var _this = this,
  56. // internal state cache
  57. _currentProgram = null,
  58. _currentFramebuffer = null,
  59. _currentMaterialId = - 1,
  60. _currentGeometryProgram = '',
  61. _currentCamera = null,
  62. _usedTextureUnits = 0,
  63. _viewportX = 0,
  64. _viewportY = 0,
  65. _viewportWidth = _canvas.width,
  66. _viewportHeight = _canvas.height,
  67. _currentWidth = 0,
  68. _currentHeight = 0,
  69. // frustum
  70. _frustum = new THREE.Frustum(),
  71. // camera matrices cache
  72. _projScreenMatrix = new THREE.Matrix4(),
  73. _vector3 = new THREE.Vector3(),
  74. // light arrays cache
  75. _direction = new THREE.Vector3(),
  76. _lightsNeedUpdate = true,
  77. _lights = {
  78. ambient: [ 0, 0, 0 ],
  79. directional: { length: 0, colors: [], positions: [] },
  80. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  81. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  82. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  83. },
  84. // info
  85. _infoMemory = {
  86. geometries: 0,
  87. textures: 0
  88. },
  89. _infoRender = {
  90. calls: 0,
  91. vertices: 0,
  92. faces: 0,
  93. points: 0
  94. };
  95. this.info = {
  96. render: _infoRender,
  97. memory: _infoMemory,
  98. programs: null
  99. };
  100. // initialize
  101. var _gl;
  102. try {
  103. var attributes = {
  104. alpha: _alpha,
  105. depth: _depth,
  106. stencil: _stencil,
  107. antialias: _antialias,
  108. premultipliedAlpha: _premultipliedAlpha,
  109. preserveDrawingBuffer: _preserveDrawingBuffer
  110. };
  111. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  112. if ( _gl === null ) {
  113. if ( _canvas.getContext( 'webgl' ) !== null ) {
  114. throw 'Error creating WebGL context with your selected attributes.';
  115. } else {
  116. throw 'Error creating WebGL context.';
  117. }
  118. }
  119. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  120. } catch ( error ) {
  121. console.error( 'THREE.WebGLRenderer: ' + error );
  122. }
  123. var extensions = new THREE.WebGLExtensions( _gl );
  124. extensions.get( 'OES_texture_float' );
  125. extensions.get( 'OES_texture_float_linear' );
  126. extensions.get( 'OES_texture_half_float' );
  127. extensions.get( 'OES_texture_half_float_linear' );
  128. extensions.get( 'OES_standard_derivatives' );
  129. extensions.get( 'ANGLE_instanced_arrays' );
  130. if ( extensions.get( 'OES_element_index_uint' ) ) {
  131. THREE.BufferGeometry.MaxIndex = 4294967296;
  132. }
  133. var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
  134. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  135. var properties = new THREE.WebGLProperties();
  136. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  137. var programCache = new THREE.WebGLPrograms( this, capabilities );
  138. this.info.programs = programCache.programs;
  139. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  140. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  141. //
  142. function glClearColor( r, g, b, a ) {
  143. if ( _premultipliedAlpha === true ) {
  144. r *= a; g *= a; b *= a;
  145. }
  146. _gl.clearColor( r, g, b, a );
  147. }
  148. function setDefaultGLState() {
  149. state.init();
  150. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  151. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  152. }
  153. function resetGLState() {
  154. _currentProgram = null;
  155. _currentCamera = null;
  156. _currentGeometryProgram = '';
  157. _currentMaterialId = - 1;
  158. _lightsNeedUpdate = true;
  159. state.reset();
  160. }
  161. setDefaultGLState();
  162. this.context = _gl;
  163. this.capabilities = capabilities;
  164. this.extensions = extensions;
  165. this.state = state;
  166. // shadow map
  167. var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
  168. this.shadowMap = shadowMap;
  169. // Plugins
  170. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  171. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  172. // API
  173. this.getContext = function () {
  174. return _gl;
  175. };
  176. this.getContextAttributes = function () {
  177. return _gl.getContextAttributes();
  178. };
  179. this.forceContextLoss = function () {
  180. extensions.get( 'WEBGL_lose_context' ).loseContext();
  181. };
  182. this.getMaxAnisotropy = ( function () {
  183. var value;
  184. return function getMaxAnisotropy() {
  185. if ( value !== undefined ) return value;
  186. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  187. if ( extension !== null ) {
  188. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  189. } else {
  190. value = 0;
  191. }
  192. return value;
  193. }
  194. } )();
  195. this.getPrecision = function () {
  196. return capabilities.precision;
  197. };
  198. this.getPixelRatio = function () {
  199. return pixelRatio;
  200. };
  201. this.setPixelRatio = function ( value ) {
  202. if ( value !== undefined ) pixelRatio = value;
  203. };
  204. this.getSize = function () {
  205. return {
  206. width: _width,
  207. height: _height
  208. };
  209. };
  210. this.setSize = function ( width, height, updateStyle ) {
  211. _width = width;
  212. _height = height;
  213. _canvas.width = width * pixelRatio;
  214. _canvas.height = height * pixelRatio;
  215. if ( updateStyle !== false ) {
  216. _canvas.style.width = width + 'px';
  217. _canvas.style.height = height + 'px';
  218. }
  219. this.setViewport( 0, 0, width, height );
  220. };
  221. this.setViewport = function ( x, y, width, height ) {
  222. _viewportX = x * pixelRatio;
  223. _viewportY = y * pixelRatio;
  224. _viewportWidth = width * pixelRatio;
  225. _viewportHeight = height * pixelRatio;
  226. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  227. };
  228. this.setScissor = function ( x, y, width, height ) {
  229. _gl.scissor(
  230. x * pixelRatio,
  231. y * pixelRatio,
  232. width * pixelRatio,
  233. height * pixelRatio
  234. );
  235. };
  236. this.enableScissorTest = function ( boolean ) {
  237. state.setScissorTest( boolean );
  238. };
  239. // Clearing
  240. this.getClearColor = function () {
  241. return _clearColor;
  242. };
  243. this.setClearColor = function ( color, alpha ) {
  244. _clearColor.set( color );
  245. _clearAlpha = alpha !== undefined ? alpha : 1;
  246. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  247. };
  248. this.getClearAlpha = function () {
  249. return _clearAlpha;
  250. };
  251. this.setClearAlpha = function ( alpha ) {
  252. _clearAlpha = alpha;
  253. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  254. };
  255. this.clear = function ( color, depth, stencil ) {
  256. var bits = 0;
  257. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  258. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  259. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  260. _gl.clear( bits );
  261. };
  262. this.clearColor = function () {
  263. _gl.clear( _gl.COLOR_BUFFER_BIT );
  264. };
  265. this.clearDepth = function () {
  266. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  267. };
  268. this.clearStencil = function () {
  269. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  270. };
  271. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  272. this.setRenderTarget( renderTarget );
  273. this.clear( color, depth, stencil );
  274. };
  275. // Reset
  276. this.resetGLState = resetGLState;
  277. this.dispose = function() {
  278. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  279. };
  280. // Events
  281. function onContextLost( event ) {
  282. event.preventDefault();
  283. resetGLState();
  284. setDefaultGLState();
  285. properties.clear();
  286. };
  287. function onTextureDispose( event ) {
  288. var texture = event.target;
  289. texture.removeEventListener( 'dispose', onTextureDispose );
  290. deallocateTexture( texture );
  291. _infoMemory.textures --;
  292. }
  293. function onRenderTargetDispose( event ) {
  294. var renderTarget = event.target;
  295. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  296. deallocateRenderTarget( renderTarget );
  297. _infoMemory.textures --;
  298. }
  299. function onMaterialDispose( event ) {
  300. var material = event.target;
  301. material.removeEventListener( 'dispose', onMaterialDispose );
  302. deallocateMaterial( material );
  303. }
  304. // Buffer deallocation
  305. function deallocateTexture( texture ) {
  306. var textureProperties = properties.get( texture );
  307. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  308. // cube texture
  309. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  310. } else {
  311. // 2D texture
  312. if ( textureProperties.__webglInit === undefined ) return;
  313. _gl.deleteTexture( textureProperties.__webglTexture );
  314. }
  315. // remove all webgl properties
  316. properties.delete( texture );
  317. }
  318. function deallocateRenderTarget( renderTarget ) {
  319. var renderTargetProperties = properties.get( renderTarget );
  320. if ( ! renderTarget || renderTargetProperties.__webglTexture === undefined ) return;
  321. _gl.deleteTexture( renderTargetProperties.__webglTexture );
  322. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  323. for ( var i = 0; i < 6; i ++ ) {
  324. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  325. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  326. }
  327. } else {
  328. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  329. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  330. }
  331. properties.delete( renderTarget );
  332. }
  333. function deallocateMaterial( material ) {
  334. releaseMaterialProgramReference( material );
  335. properties.delete( material );
  336. }
  337. function releaseMaterialProgramReference( material ) {
  338. var programInfo = properties.get( material ).program;
  339. material.program = undefined;
  340. if ( programInfo !== undefined ) {
  341. programCache.releaseProgram( programInfo );
  342. }
  343. }
  344. // Buffer rendering
  345. this.renderBufferImmediate = function ( object, program, material ) {
  346. state.initAttributes();
  347. var buffers = properties.get( object );
  348. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  349. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  350. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  351. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  352. var attributes = program.getAttributes();
  353. if ( object.hasPositions ) {
  354. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  355. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  356. state.enableAttribute( attributes.position );
  357. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  358. }
  359. if ( object.hasNormals ) {
  360. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  361. if ( material.type !== 'MeshPhongMaterial' && material.shading === THREE.FlatShading ) {
  362. for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  363. var array = object.normalArray;
  364. var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  365. var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  366. var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  367. array[ i + 0 ] = nx;
  368. array[ i + 1 ] = ny;
  369. array[ i + 2 ] = nz;
  370. array[ i + 3 ] = nx;
  371. array[ i + 4 ] = ny;
  372. array[ i + 5 ] = nz;
  373. array[ i + 6 ] = nx;
  374. array[ i + 7 ] = ny;
  375. array[ i + 8 ] = nz;
  376. }
  377. }
  378. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  379. state.enableAttribute( attributes.normal );
  380. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  381. }
  382. if ( object.hasUvs && material.map ) {
  383. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  384. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  385. state.enableAttribute( attributes.uv );
  386. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  387. }
  388. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  389. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  390. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  391. state.enableAttribute( attributes.color );
  392. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  393. }
  394. state.disableUnusedAttributes();
  395. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  396. object.count = 0;
  397. };
  398. this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object, group ) {
  399. setMaterial( material );
  400. var program = setProgram( camera, lights, fog, material, object );
  401. var updateBuffers = false;
  402. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  403. if ( geometryProgram !== _currentGeometryProgram ) {
  404. _currentGeometryProgram = geometryProgram;
  405. updateBuffers = true;
  406. }
  407. // morph targets
  408. var morphTargetInfluences = object.morphTargetInfluences;
  409. if ( morphTargetInfluences !== undefined ) {
  410. var activeInfluences = [];
  411. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  412. var influence = morphTargetInfluences[ i ];
  413. activeInfluences.push( [ influence, i ] );
  414. }
  415. activeInfluences.sort( numericalSort );
  416. if ( activeInfluences.length > 8 ) {
  417. activeInfluences.length = 8;
  418. }
  419. var morphAttributes = geometry.morphAttributes;
  420. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  421. var influence = activeInfluences[ i ];
  422. morphInfluences[ i ] = influence[ 0 ];
  423. if ( influence[ 0 ] !== 0 ) {
  424. var index = influence[ 1 ];
  425. if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  426. if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  427. } else {
  428. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  429. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  430. }
  431. }
  432. var uniforms = program.getUniforms();
  433. if ( uniforms.morphTargetInfluences !== null ) {
  434. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  435. }
  436. updateBuffers = true;
  437. }
  438. //
  439. var index = geometry.index;
  440. var position = geometry.attributes.position;
  441. if ( material.wireframe === true ) {
  442. index = objects.getWireframeAttribute( geometry );
  443. }
  444. var renderer;
  445. if ( index !== null ) {
  446. renderer = indexedBufferRenderer;
  447. renderer.setIndex( index );
  448. } else {
  449. renderer = bufferRenderer;
  450. }
  451. if ( updateBuffers ) {
  452. setupVertexAttributes( material, program, geometry );
  453. if ( index !== null ) {
  454. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  455. }
  456. }
  457. if ( group === null ) {
  458. var count;
  459. if ( index !== null ) {
  460. count = index.count;
  461. } else if ( position instanceof THREE.InterleavedBufferAttribute ) {
  462. count = position.data.array.length / 3;
  463. } else {
  464. count = position.count;
  465. }
  466. var drawRange = geometry.drawRange;
  467. group = {
  468. start: drawRange.start,
  469. count: Math.min( drawRange.count, count )
  470. };
  471. }
  472. if ( object instanceof THREE.Mesh ) {
  473. if ( material.wireframe === true ) {
  474. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  475. renderer.setMode( _gl.LINES );
  476. } else {
  477. renderer.setMode( _gl.TRIANGLES );
  478. }
  479. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  480. renderer.renderInstances( geometry );
  481. } else {
  482. renderer.render( group.start, group.count );
  483. }
  484. } else if ( object instanceof THREE.Line ) {
  485. var lineWidth = material.linewidth;
  486. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  487. state.setLineWidth( lineWidth * pixelRatio );
  488. if ( object instanceof THREE.LineSegments ) {
  489. renderer.setMode( _gl.LINES );
  490. } else {
  491. renderer.setMode( _gl.LINE_STRIP );
  492. }
  493. renderer.render( group.start, group.count );
  494. } else if ( object instanceof THREE.Points ) {
  495. renderer.setMode( _gl.POINTS );
  496. renderer.render( group.start, group.count );
  497. }
  498. };
  499. function setupVertexAttributes( material, program, geometry, startIndex ) {
  500. var extension;
  501. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  502. extension = extensions.get( 'ANGLE_instanced_arrays' );
  503. if ( extension === null ) {
  504. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  505. return;
  506. }
  507. }
  508. if ( startIndex === undefined ) startIndex = 0;
  509. state.initAttributes();
  510. var geometryAttributes = geometry.attributes;
  511. var programAttributes = program.getAttributes();
  512. var materialDefaultAttributeValues = material.defaultAttributeValues;
  513. for ( var name in programAttributes ) {
  514. var programAttribute = programAttributes[ name ];
  515. if ( programAttribute >= 0 ) {
  516. var geometryAttribute = geometryAttributes[ name ];
  517. if ( geometryAttribute !== undefined ) {
  518. state.enableAttribute( programAttribute );
  519. var size = geometryAttribute.itemSize;
  520. var buffer = objects.getAttributeBuffer( geometryAttribute );
  521. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  522. var data = geometryAttribute.data;
  523. var stride = data.stride;
  524. var offset = geometryAttribute.offset;
  525. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  526. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  527. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  528. if ( extension === null ) {
  529. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  530. return;
  531. }
  532. extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
  533. if ( geometry.maxInstancedCount === undefined ) {
  534. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  535. }
  536. }
  537. } else {
  538. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  539. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  540. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  541. if ( extension === null ) {
  542. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  543. return;
  544. }
  545. extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
  546. if ( geometry.maxInstancedCount === undefined ) {
  547. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  548. }
  549. }
  550. }
  551. } else if ( materialDefaultAttributeValues !== undefined ) {
  552. var value = materialDefaultAttributeValues[ name ];
  553. if ( value !== undefined ) {
  554. switch ( value.length ) {
  555. case 2:
  556. _gl.vertexAttrib2fv( programAttribute, value );
  557. break;
  558. case 3:
  559. _gl.vertexAttrib3fv( programAttribute, value );
  560. break;
  561. case 4:
  562. _gl.vertexAttrib4fv( programAttribute, value );
  563. break;
  564. default:
  565. _gl.vertexAttrib1fv( programAttribute, value );
  566. }
  567. }
  568. }
  569. }
  570. }
  571. state.disableUnusedAttributes();
  572. }
  573. // Sorting
  574. function numericalSort ( a, b ) {
  575. return b[ 0 ] - a[ 0 ];
  576. }
  577. function painterSortStable ( a, b ) {
  578. if ( a.object.renderOrder !== b.object.renderOrder ) {
  579. return a.object.renderOrder - b.object.renderOrder;
  580. } else if ( a.material.id !== b.material.id ) {
  581. return a.material.id - b.material.id;
  582. } else if ( a.z !== b.z ) {
  583. return a.z - b.z;
  584. } else {
  585. return a.id - b.id;
  586. }
  587. }
  588. function reversePainterSortStable ( a, b ) {
  589. if ( a.object.renderOrder !== b.object.renderOrder ) {
  590. return a.object.renderOrder - b.object.renderOrder;
  591. } if ( a.z !== b.z ) {
  592. return b.z - a.z;
  593. } else {
  594. return a.id - b.id;
  595. }
  596. }
  597. // Rendering
  598. this.render = function ( scene, camera, renderTarget, forceClear ) {
  599. if ( camera instanceof THREE.Camera === false ) {
  600. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  601. return;
  602. }
  603. var fog = scene.fog;
  604. // reset caching for this frame
  605. _currentGeometryProgram = '';
  606. _currentMaterialId = - 1;
  607. _currentCamera = null;
  608. _lightsNeedUpdate = true;
  609. // update scene graph
  610. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  611. // update camera matrices and frustum
  612. if ( camera.parent === null ) camera.updateMatrixWorld();
  613. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  614. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  615. _frustum.setFromMatrix( _projScreenMatrix );
  616. lights.length = 0;
  617. opaqueObjectsLastIndex = -1;
  618. transparentObjectsLastIndex = -1;
  619. opaqueImmediateObjectsLastIndex = -1;
  620. transparentImmediateObjectsLastIndex = -1;
  621. sprites.length = 0;
  622. lensFlares.length = 0;
  623. projectObject( scene );
  624. opaqueObjects.length = opaqueObjectsLastIndex + 1;
  625. transparentObjects.length = transparentObjectsLastIndex + 1;
  626. opaqueImmediateObjects.length = opaqueImmediateObjectsLastIndex + 1;
  627. transparentImmediateObjects.length = transparentImmediateObjectsLastIndex + 1;
  628. if ( _this.sortObjects === true ) {
  629. opaqueObjects.sort( painterSortStable );
  630. transparentObjects.sort( reversePainterSortStable );
  631. }
  632. //
  633. shadowMap.render( scene, camera );
  634. //
  635. _infoRender.calls = 0;
  636. _infoRender.vertices = 0;
  637. _infoRender.faces = 0;
  638. _infoRender.points = 0;
  639. this.setRenderTarget( renderTarget );
  640. if ( this.autoClear || forceClear ) {
  641. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  642. }
  643. //
  644. if ( scene.overrideMaterial ) {
  645. var overrideMaterial = scene.overrideMaterial;
  646. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  647. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  648. renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog, overrideMaterial );
  649. renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog, overrideMaterial );
  650. } else {
  651. // opaque pass (front-to-back order)
  652. state.setBlending( THREE.NoBlending );
  653. renderObjects( opaqueObjects, camera, lights, fog );
  654. renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog );
  655. // transparent pass (back-to-front order)
  656. renderObjects( transparentObjects, camera, lights, fog );
  657. renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog );
  658. }
  659. // custom render plugins (post pass)
  660. spritePlugin.render( scene, camera );
  661. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  662. // Generate mipmap if we're using any kind of mipmap filtering
  663. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  664. updateRenderTargetMipmap( renderTarget );
  665. }
  666. // Ensure depth buffer writing is enabled so it can be cleared on next render
  667. state.setDepthTest( true );
  668. state.setDepthWrite( true );
  669. state.setColorWrite( true );
  670. // _gl.finish();
  671. };
  672. function pushImmediateRenderItem( object ) {
  673. var array, index;
  674. // allocate the next position in the appropriate array
  675. if ( object.material.transparent ) {
  676. array = transparentImmediateObjects;
  677. index = ++ transparentImmediateObjectsLastIndex;
  678. } else {
  679. array = opaqueImmediateObjects;
  680. index = ++ opaqueImmediateObjectsLastIndex;
  681. }
  682. // recycle existing position or grow the array
  683. if ( index < array.length ) {
  684. array[ index ] = object;
  685. } else {
  686. // assert( index === array.length );
  687. array.push( object );
  688. }
  689. }
  690. function pushRenderItem( object, geometry, material, z, group ) {
  691. var array, index;
  692. // allocate the next position in the appropriate array
  693. if ( material.transparent ) {
  694. array = transparentObjects;
  695. index = ++ transparentObjectsLastIndex;
  696. } else {
  697. array = opaqueObjects;
  698. index = ++ opaqueObjectsLastIndex;
  699. }
  700. // recycle existing render item or grow the array
  701. var renderItem = array[ index ];
  702. if ( renderItem !== undefined ) {
  703. renderItem.id = object.id;
  704. renderItem.object = object;
  705. renderItem.geometry = geometry;
  706. renderItem.material = material;
  707. renderItem.z = _vector3.z;
  708. renderItem.group = group;
  709. } else {
  710. renderItem = {
  711. id: object.id,
  712. object: object,
  713. geometry: geometry,
  714. material: material,
  715. z: _vector3.z,
  716. group: group
  717. };
  718. // assert( index === array.length );
  719. array.push( renderItem );
  720. }
  721. }
  722. function projectObject( object ) {
  723. if ( object.visible === false ) return;
  724. if ( object instanceof THREE.Light ) {
  725. lights.push( object );
  726. } else if ( object instanceof THREE.Sprite ) {
  727. sprites.push( object );
  728. } else if ( object instanceof THREE.LensFlare ) {
  729. lensFlares.push( object );
  730. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  731. pushImmediateRenderItem( object );
  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.MeshFaceMaterial ) {
  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. var children = object.children;
  761. for ( var i = 0, l = children.length; i < l; i ++ ) {
  762. projectObject( children[ i ] );
  763. }
  764. }
  765. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  766. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  767. var renderItem = renderList[ i ];
  768. var object = renderItem.object;
  769. var geometry = renderItem.geometry;
  770. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  771. var group = renderItem.group;
  772. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  773. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  774. _this.renderBufferDirect( camera, lights, fog, geometry, material, object, group );
  775. }
  776. }
  777. function renderObjectsImmediate( renderList, camera, lights, fog, overrideMaterial ) {
  778. var material = overrideMaterial;
  779. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  780. var object = renderList[ i ];
  781. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  782. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  783. if ( overrideMaterial === undefined ) material = object.material;
  784. setMaterial( material );
  785. var program = setProgram( camera, lights, fog, material, object );
  786. _currentGeometryProgram = '';
  787. object.render( function ( object ) {
  788. _this.renderBufferImmediate( object, program, material );
  789. } );
  790. }
  791. }
  792. function initMaterial( material, lights, fog, object ) {
  793. var materialProperties = properties.get( material );
  794. var parameters = programCache.getParameters( material, lights, fog, object );
  795. var code = programCache.getProgramCode( material, parameters );
  796. var program = materialProperties.program;
  797. var programChange = true;
  798. if ( program === undefined ) {
  799. // new material
  800. material.addEventListener( 'dispose', onMaterialDispose );
  801. } else if ( program.code !== code ) {
  802. // changed glsl or parameters
  803. releaseMaterialProgramReference( material );
  804. } else if ( parameters.shaderID !== undefined ) {
  805. // same glsl and uniform list
  806. return;
  807. } else {
  808. // only rebuild uniform list
  809. programChange = false;
  810. }
  811. if ( programChange ) {
  812. if ( parameters.shaderID ) {
  813. var shader = THREE.ShaderLib[ parameters.shaderID ];
  814. materialProperties.__webglShader = {
  815. name: material.type,
  816. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  817. vertexShader: shader.vertexShader,
  818. fragmentShader: shader.fragmentShader
  819. };
  820. } else {
  821. materialProperties.__webglShader = {
  822. name: material.type,
  823. uniforms: material.uniforms,
  824. vertexShader: material.vertexShader,
  825. fragmentShader: material.fragmentShader
  826. };
  827. }
  828. material.__webglShader = materialProperties.__webglShader;
  829. program = programCache.acquireProgram( material, parameters, code );
  830. materialProperties.program = program;
  831. material.program = program;
  832. }
  833. var attributes = program.getAttributes();
  834. if ( material.morphTargets ) {
  835. material.numSupportedMorphTargets = 0;
  836. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  837. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  838. material.numSupportedMorphTargets ++;
  839. }
  840. }
  841. }
  842. if ( material.morphNormals ) {
  843. material.numSupportedMorphNormals = 0;
  844. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  845. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  846. material.numSupportedMorphNormals ++;
  847. }
  848. }
  849. }
  850. materialProperties.uniformsList = [];
  851. var uniformLocations = materialProperties.program.getUniforms();
  852. for ( var u in materialProperties.__webglShader.uniforms ) {
  853. var location = uniformLocations[ u ];
  854. if ( location ) {
  855. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  856. }
  857. }
  858. }
  859. function setMaterial( material ) {
  860. setMaterialFaces( material );
  861. if ( material.transparent === true ) {
  862. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  863. } else {
  864. state.setBlending( THREE.NoBlending );
  865. }
  866. state.setDepthFunc( material.depthFunc );
  867. state.setDepthTest( material.depthTest );
  868. state.setDepthWrite( material.depthWrite );
  869. state.setColorWrite( material.colorWrite );
  870. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  871. }
  872. function setMaterialFaces( material ) {
  873. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  874. state.setFlipSided( material.side === THREE.BackSide );
  875. }
  876. function setProgram( camera, lights, fog, material, object ) {
  877. _usedTextureUnits = 0;
  878. var materialProperties = properties.get( material );
  879. if ( material.needsUpdate || ! materialProperties.program ) {
  880. initMaterial( material, lights, fog, object );
  881. material.needsUpdate = false;
  882. }
  883. var refreshProgram = false;
  884. var refreshMaterial = false;
  885. var refreshLights = false;
  886. var program = materialProperties.program,
  887. p_uniforms = program.getUniforms(),
  888. m_uniforms = materialProperties.__webglShader.uniforms;
  889. if ( program.id !== _currentProgram ) {
  890. _gl.useProgram( program.program );
  891. _currentProgram = program.id;
  892. refreshProgram = true;
  893. refreshMaterial = true;
  894. refreshLights = true;
  895. }
  896. if ( material.id !== _currentMaterialId ) {
  897. if ( _currentMaterialId === - 1 ) refreshLights = true;
  898. _currentMaterialId = material.id;
  899. refreshMaterial = true;
  900. }
  901. if ( refreshProgram || camera !== _currentCamera ) {
  902. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  903. if ( capabilities.logarithmicDepthBuffer ) {
  904. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  905. }
  906. if ( camera !== _currentCamera ) _currentCamera = camera;
  907. // load material specific uniforms
  908. // (shader material also gets them for the sake of genericity)
  909. if ( material instanceof THREE.ShaderMaterial ||
  910. material instanceof THREE.MeshPhongMaterial ||
  911. material.envMap ) {
  912. if ( p_uniforms.cameraPosition !== undefined ) {
  913. _vector3.setFromMatrixPosition( camera.matrixWorld );
  914. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  915. }
  916. }
  917. if ( material instanceof THREE.MeshPhongMaterial ||
  918. material instanceof THREE.MeshLambertMaterial ||
  919. material instanceof THREE.MeshBasicMaterial ||
  920. material instanceof THREE.ShaderMaterial ||
  921. material.skinning ) {
  922. if ( p_uniforms.viewMatrix !== undefined ) {
  923. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  924. }
  925. }
  926. }
  927. // skinning uniforms must be set even if material didn't change
  928. // auto-setting of texture unit for bone texture must go before other textures
  929. // not sure why, but otherwise weird things happen
  930. if ( material.skinning ) {
  931. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  932. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  933. }
  934. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  935. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  936. }
  937. if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  938. if ( p_uniforms.boneTexture !== undefined ) {
  939. var textureUnit = getTextureUnit();
  940. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  941. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  942. }
  943. if ( p_uniforms.boneTextureWidth !== undefined ) {
  944. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  945. }
  946. if ( p_uniforms.boneTextureHeight !== undefined ) {
  947. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  948. }
  949. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  950. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  951. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  952. }
  953. }
  954. }
  955. if ( refreshMaterial ) {
  956. // refresh uniforms common to several materials
  957. if ( fog && material.fog ) {
  958. refreshUniformsFog( m_uniforms, fog );
  959. }
  960. if ( material instanceof THREE.MeshPhongMaterial ||
  961. material instanceof THREE.MeshLambertMaterial ||
  962. material.lights ) {
  963. if ( _lightsNeedUpdate ) {
  964. refreshLights = true;
  965. setupLights( lights, camera );
  966. _lightsNeedUpdate = false;
  967. }
  968. if ( refreshLights ) {
  969. refreshUniformsLights( m_uniforms, _lights );
  970. markUniformsLightsNeedsUpdate( m_uniforms, true );
  971. } else {
  972. markUniformsLightsNeedsUpdate( m_uniforms, false );
  973. }
  974. }
  975. if ( material instanceof THREE.MeshBasicMaterial ||
  976. material instanceof THREE.MeshLambertMaterial ||
  977. material instanceof THREE.MeshPhongMaterial ) {
  978. refreshUniformsCommon( m_uniforms, material );
  979. }
  980. // refresh single material specific uniforms
  981. if ( material instanceof THREE.LineBasicMaterial ) {
  982. refreshUniformsLine( m_uniforms, material );
  983. } else if ( material instanceof THREE.LineDashedMaterial ) {
  984. refreshUniformsLine( m_uniforms, material );
  985. refreshUniformsDash( m_uniforms, material );
  986. } else if ( material instanceof THREE.PointsMaterial ) {
  987. refreshUniformsParticle( m_uniforms, material );
  988. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  989. refreshUniformsPhong( m_uniforms, material );
  990. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  991. m_uniforms.mNear.value = camera.near;
  992. m_uniforms.mFar.value = camera.far;
  993. m_uniforms.opacity.value = material.opacity;
  994. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  995. m_uniforms.opacity.value = material.opacity;
  996. }
  997. if ( object.receiveShadow && ! material._shadowPass ) {
  998. refreshUniformsShadow( m_uniforms, lights );
  999. }
  1000. // load common uniforms
  1001. loadUniformsGeneric( materialProperties.uniformsList );
  1002. }
  1003. loadUniformsMatrices( p_uniforms, object );
  1004. if ( p_uniforms.modelMatrix !== undefined ) {
  1005. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1006. }
  1007. return program;
  1008. }
  1009. // Uniforms (refresh uniforms objects)
  1010. function refreshUniformsCommon ( uniforms, material ) {
  1011. uniforms.opacity.value = material.opacity;
  1012. uniforms.diffuse.value = material.color;
  1013. if ( material.emissive ) {
  1014. uniforms.emissive.value = material.emissive;
  1015. }
  1016. uniforms.map.value = material.map;
  1017. uniforms.specularMap.value = material.specularMap;
  1018. uniforms.alphaMap.value = material.alphaMap;
  1019. if ( material.aoMap ) {
  1020. uniforms.aoMap.value = material.aoMap;
  1021. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1022. }
  1023. // uv repeat and offset setting priorities
  1024. // 1. color map
  1025. // 2. specular map
  1026. // 3. normal map
  1027. // 4. bump map
  1028. // 5. alpha map
  1029. // 6. emissive map
  1030. var uvScaleMap;
  1031. if ( material.map ) {
  1032. uvScaleMap = material.map;
  1033. } else if ( material.specularMap ) {
  1034. uvScaleMap = material.specularMap;
  1035. } else if ( material.displacementMap ) {
  1036. uvScaleMap = material.displacementMap;
  1037. } else if ( material.normalMap ) {
  1038. uvScaleMap = material.normalMap;
  1039. } else if ( material.bumpMap ) {
  1040. uvScaleMap = material.bumpMap;
  1041. } else if ( material.alphaMap ) {
  1042. uvScaleMap = material.alphaMap;
  1043. } else if ( material.emissiveMap ) {
  1044. uvScaleMap = material.emissiveMap;
  1045. }
  1046. if ( uvScaleMap !== undefined ) {
  1047. var offset = uvScaleMap.offset;
  1048. var repeat = uvScaleMap.repeat;
  1049. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1050. }
  1051. uniforms.envMap.value = material.envMap;
  1052. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1053. uniforms.reflectivity.value = material.reflectivity;
  1054. uniforms.refractionRatio.value = material.refractionRatio;
  1055. }
  1056. function refreshUniformsLine ( uniforms, material ) {
  1057. uniforms.diffuse.value = material.color;
  1058. uniforms.opacity.value = material.opacity;
  1059. }
  1060. function refreshUniformsDash ( uniforms, material ) {
  1061. uniforms.dashSize.value = material.dashSize;
  1062. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1063. uniforms.scale.value = material.scale;
  1064. }
  1065. function refreshUniformsParticle ( uniforms, material ) {
  1066. uniforms.psColor.value = material.color;
  1067. uniforms.opacity.value = material.opacity;
  1068. uniforms.size.value = material.size;
  1069. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1070. uniforms.map.value = material.map;
  1071. if ( material.map !== null ) {
  1072. var offset = material.map.offset;
  1073. var repeat = material.map.repeat;
  1074. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1075. }
  1076. }
  1077. function refreshUniformsFog ( uniforms, fog ) {
  1078. uniforms.fogColor.value = fog.color;
  1079. if ( fog instanceof THREE.Fog ) {
  1080. uniforms.fogNear.value = fog.near;
  1081. uniforms.fogFar.value = fog.far;
  1082. } else if ( fog instanceof THREE.FogExp2 ) {
  1083. uniforms.fogDensity.value = fog.density;
  1084. }
  1085. }
  1086. function refreshUniformsPhong ( uniforms, material ) {
  1087. uniforms.specular.value = material.specular;
  1088. uniforms.shininess.value = material.shininess;
  1089. if ( material.lightMap ) {
  1090. uniforms.lightMap.value = material.lightMap;
  1091. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1092. }
  1093. if ( material.emissiveMap ) {
  1094. uniforms.emissiveMap.value = material.emissiveMap;
  1095. }
  1096. if ( material.bumpMap ) {
  1097. uniforms.bumpMap.value = material.bumpMap;
  1098. uniforms.bumpScale.value = material.bumpScale;
  1099. }
  1100. if ( material.normalMap ) {
  1101. uniforms.normalMap.value = material.normalMap;
  1102. uniforms.normalScale.value.copy( material.normalScale );
  1103. }
  1104. if ( material.displacementMap ) {
  1105. uniforms.displacementMap.value = material.displacementMap;
  1106. uniforms.displacementScale.value = material.displacementScale;
  1107. uniforms.displacementBias.value = material.displacementBias;
  1108. }
  1109. }
  1110. function refreshUniformsLights ( uniforms, lights ) {
  1111. uniforms.ambientLightColor.value = lights.ambient;
  1112. uniforms.directionalLightColor.value = lights.directional.colors;
  1113. uniforms.directionalLightDirection.value = lights.directional.positions;
  1114. uniforms.pointLightColor.value = lights.point.colors;
  1115. uniforms.pointLightPosition.value = lights.point.positions;
  1116. uniforms.pointLightDistance.value = lights.point.distances;
  1117. uniforms.pointLightDecay.value = lights.point.decays;
  1118. uniforms.spotLightColor.value = lights.spot.colors;
  1119. uniforms.spotLightPosition.value = lights.spot.positions;
  1120. uniforms.spotLightDistance.value = lights.spot.distances;
  1121. uniforms.spotLightDirection.value = lights.spot.directions;
  1122. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1123. uniforms.spotLightExponent.value = lights.spot.exponents;
  1124. uniforms.spotLightDecay.value = lights.spot.decays;
  1125. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1126. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1127. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1128. }
  1129. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1130. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1131. uniforms.ambientLightColor.needsUpdate = value;
  1132. uniforms.directionalLightColor.needsUpdate = value;
  1133. uniforms.directionalLightDirection.needsUpdate = value;
  1134. uniforms.pointLightColor.needsUpdate = value;
  1135. uniforms.pointLightPosition.needsUpdate = value;
  1136. uniforms.pointLightDistance.needsUpdate = value;
  1137. uniforms.pointLightDecay.needsUpdate = value;
  1138. uniforms.spotLightColor.needsUpdate = value;
  1139. uniforms.spotLightPosition.needsUpdate = value;
  1140. uniforms.spotLightDistance.needsUpdate = value;
  1141. uniforms.spotLightDirection.needsUpdate = value;
  1142. uniforms.spotLightAngleCos.needsUpdate = value;
  1143. uniforms.spotLightExponent.needsUpdate = value;
  1144. uniforms.spotLightDecay.needsUpdate = value;
  1145. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  1146. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  1147. uniforms.hemisphereLightDirection.needsUpdate = value;
  1148. }
  1149. function refreshUniformsShadow ( uniforms, lights ) {
  1150. if ( uniforms.shadowMatrix ) {
  1151. var j = 0;
  1152. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1153. var light = lights[ i ];
  1154. if ( ! light.castShadow ) continue;
  1155. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight ) ) {
  1156. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1157. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1158. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1159. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1160. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1161. j ++;
  1162. }
  1163. }
  1164. }
  1165. }
  1166. // Uniforms (load to GPU)
  1167. function loadUniformsMatrices ( uniforms, object ) {
  1168. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1169. if ( uniforms.normalMatrix ) {
  1170. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1171. }
  1172. }
  1173. function getTextureUnit() {
  1174. var textureUnit = _usedTextureUnits;
  1175. if ( textureUnit >= capabilities.maxTextures ) {
  1176. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  1177. }
  1178. _usedTextureUnits += 1;
  1179. return textureUnit;
  1180. }
  1181. function loadUniformsGeneric ( uniforms ) {
  1182. var texture, textureUnit;
  1183. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1184. var uniform = uniforms[ j ][ 0 ];
  1185. // needsUpdate property is not added to all uniforms.
  1186. if ( uniform.needsUpdate === false ) continue;
  1187. var type = uniform.type;
  1188. var value = uniform.value;
  1189. var location = uniforms[ j ][ 1 ];
  1190. switch ( type ) {
  1191. case '1i':
  1192. _gl.uniform1i( location, value );
  1193. break;
  1194. case '1f':
  1195. _gl.uniform1f( location, value );
  1196. break;
  1197. case '2f':
  1198. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1199. break;
  1200. case '3f':
  1201. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1202. break;
  1203. case '4f':
  1204. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1205. break;
  1206. case '1iv':
  1207. _gl.uniform1iv( location, value );
  1208. break;
  1209. case '3iv':
  1210. _gl.uniform3iv( location, value );
  1211. break;
  1212. case '1fv':
  1213. _gl.uniform1fv( location, value );
  1214. break;
  1215. case '2fv':
  1216. _gl.uniform2fv( location, value );
  1217. break;
  1218. case '3fv':
  1219. _gl.uniform3fv( location, value );
  1220. break;
  1221. case '4fv':
  1222. _gl.uniform4fv( location, value );
  1223. break;
  1224. case 'Matrix3fv':
  1225. _gl.uniformMatrix3fv( location, false, value );
  1226. break;
  1227. case 'Matrix4fv':
  1228. _gl.uniformMatrix4fv( location, false, value );
  1229. break;
  1230. //
  1231. case 'i':
  1232. // single integer
  1233. _gl.uniform1i( location, value );
  1234. break;
  1235. case 'f':
  1236. // single float
  1237. _gl.uniform1f( location, value );
  1238. break;
  1239. case 'v2':
  1240. // single THREE.Vector2
  1241. _gl.uniform2f( location, value.x, value.y );
  1242. break;
  1243. case 'v3':
  1244. // single THREE.Vector3
  1245. _gl.uniform3f( location, value.x, value.y, value.z );
  1246. break;
  1247. case 'v4':
  1248. // single THREE.Vector4
  1249. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1250. break;
  1251. case 'c':
  1252. // single THREE.Color
  1253. _gl.uniform3f( location, value.r, value.g, value.b );
  1254. break;
  1255. case 'iv1':
  1256. // flat array of integers (JS or typed array)
  1257. _gl.uniform1iv( location, value );
  1258. break;
  1259. case 'iv':
  1260. // flat array of integers with 3 x N size (JS or typed array)
  1261. _gl.uniform3iv( location, value );
  1262. break;
  1263. case 'fv1':
  1264. // flat array of floats (JS or typed array)
  1265. _gl.uniform1fv( location, value );
  1266. break;
  1267. case 'fv':
  1268. // flat array of floats with 3 x N size (JS or typed array)
  1269. _gl.uniform3fv( location, value );
  1270. break;
  1271. case 'v2v':
  1272. // array of THREE.Vector2
  1273. if ( uniform._array === undefined ) {
  1274. uniform._array = new Float32Array( 2 * value.length );
  1275. }
  1276. for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
  1277. uniform._array[ i2 + 0 ] = value[ i ].x;
  1278. uniform._array[ i2 + 1 ] = value[ i ].y;
  1279. }
  1280. _gl.uniform2fv( location, uniform._array );
  1281. break;
  1282. case 'v3v':
  1283. // array of THREE.Vector3
  1284. if ( uniform._array === undefined ) {
  1285. uniform._array = new Float32Array( 3 * value.length );
  1286. }
  1287. for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
  1288. uniform._array[ i3 + 0 ] = value[ i ].x;
  1289. uniform._array[ i3 + 1 ] = value[ i ].y;
  1290. uniform._array[ i3 + 2 ] = value[ i ].z;
  1291. }
  1292. _gl.uniform3fv( location, uniform._array );
  1293. break;
  1294. case 'v4v':
  1295. // array of THREE.Vector4
  1296. if ( uniform._array === undefined ) {
  1297. uniform._array = new Float32Array( 4 * value.length );
  1298. }
  1299. for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
  1300. uniform._array[ i4 + 0 ] = value[ i ].x;
  1301. uniform._array[ i4 + 1 ] = value[ i ].y;
  1302. uniform._array[ i4 + 2 ] = value[ i ].z;
  1303. uniform._array[ i4 + 3 ] = value[ i ].w;
  1304. }
  1305. _gl.uniform4fv( location, uniform._array );
  1306. break;
  1307. case 'm3':
  1308. // single THREE.Matrix3
  1309. _gl.uniformMatrix3fv( location, false, value.elements );
  1310. break;
  1311. case 'm3v':
  1312. // array of THREE.Matrix3
  1313. if ( uniform._array === undefined ) {
  1314. uniform._array = new Float32Array( 9 * value.length );
  1315. }
  1316. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1317. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1318. }
  1319. _gl.uniformMatrix3fv( location, false, uniform._array );
  1320. break;
  1321. case 'm4':
  1322. // single THREE.Matrix4
  1323. _gl.uniformMatrix4fv( location, false, value.elements );
  1324. break;
  1325. case 'm4v':
  1326. // array of THREE.Matrix4
  1327. if ( uniform._array === undefined ) {
  1328. uniform._array = new Float32Array( 16 * value.length );
  1329. }
  1330. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1331. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1332. }
  1333. _gl.uniformMatrix4fv( location, false, uniform._array );
  1334. break;
  1335. case 't':
  1336. // single THREE.Texture (2d or cube)
  1337. texture = value;
  1338. textureUnit = getTextureUnit();
  1339. _gl.uniform1i( location, textureUnit );
  1340. if ( ! texture ) continue;
  1341. if ( texture instanceof THREE.CubeTexture ||
  1342. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1343. // CompressedTexture can have Array in image :/
  1344. setCubeTexture( texture, textureUnit );
  1345. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1346. setCubeTextureDynamic( texture, textureUnit );
  1347. } else {
  1348. _this.setTexture( texture, textureUnit );
  1349. }
  1350. break;
  1351. case 'tv':
  1352. // array of THREE.Texture (2d)
  1353. if ( uniform._array === undefined ) {
  1354. uniform._array = [];
  1355. }
  1356. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1357. uniform._array[ i ] = getTextureUnit();
  1358. }
  1359. _gl.uniform1iv( location, uniform._array );
  1360. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1361. texture = uniform.value[ i ];
  1362. textureUnit = uniform._array[ i ];
  1363. if ( ! texture ) continue;
  1364. _this.setTexture( texture, textureUnit );
  1365. }
  1366. break;
  1367. default:
  1368. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1369. }
  1370. }
  1371. }
  1372. function setColorLinear( array, offset, color, intensity ) {
  1373. array[ offset + 0 ] = color.r * intensity;
  1374. array[ offset + 1 ] = color.g * intensity;
  1375. array[ offset + 2 ] = color.b * intensity;
  1376. }
  1377. function setupLights ( lights, camera ) {
  1378. var l, ll, light,
  1379. r = 0, g = 0, b = 0,
  1380. color, skyColor, groundColor,
  1381. intensity,
  1382. distance,
  1383. zlights = _lights,
  1384. viewMatrix = camera.matrixWorldInverse,
  1385. dirColors = zlights.directional.colors,
  1386. dirPositions = zlights.directional.positions,
  1387. pointColors = zlights.point.colors,
  1388. pointPositions = zlights.point.positions,
  1389. pointDistances = zlights.point.distances,
  1390. pointDecays = zlights.point.decays,
  1391. spotColors = zlights.spot.colors,
  1392. spotPositions = zlights.spot.positions,
  1393. spotDistances = zlights.spot.distances,
  1394. spotDirections = zlights.spot.directions,
  1395. spotAnglesCos = zlights.spot.anglesCos,
  1396. spotExponents = zlights.spot.exponents,
  1397. spotDecays = zlights.spot.decays,
  1398. hemiSkyColors = zlights.hemi.skyColors,
  1399. hemiGroundColors = zlights.hemi.groundColors,
  1400. hemiPositions = zlights.hemi.positions,
  1401. dirLength = 0,
  1402. pointLength = 0,
  1403. spotLength = 0,
  1404. hemiLength = 0,
  1405. dirCount = 0,
  1406. pointCount = 0,
  1407. spotCount = 0,
  1408. hemiCount = 0,
  1409. dirOffset = 0,
  1410. pointOffset = 0,
  1411. spotOffset = 0,
  1412. hemiOffset = 0;
  1413. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1414. light = lights[ l ];
  1415. if ( light.onlyShadow ) continue;
  1416. color = light.color;
  1417. intensity = light.intensity;
  1418. distance = light.distance;
  1419. if ( light instanceof THREE.AmbientLight ) {
  1420. if ( ! light.visible ) continue;
  1421. r += color.r;
  1422. g += color.g;
  1423. b += color.b;
  1424. } else if ( light instanceof THREE.DirectionalLight ) {
  1425. dirCount += 1;
  1426. if ( ! light.visible ) continue;
  1427. _direction.setFromMatrixPosition( light.matrixWorld );
  1428. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1429. _direction.sub( _vector3 );
  1430. _direction.transformDirection( viewMatrix );
  1431. dirOffset = dirLength * 3;
  1432. dirPositions[ dirOffset + 0 ] = _direction.x;
  1433. dirPositions[ dirOffset + 1 ] = _direction.y;
  1434. dirPositions[ dirOffset + 2 ] = _direction.z;
  1435. setColorLinear( dirColors, dirOffset, color, intensity );
  1436. dirLength += 1;
  1437. } else if ( light instanceof THREE.PointLight ) {
  1438. pointCount += 1;
  1439. if ( ! light.visible ) continue;
  1440. pointOffset = pointLength * 3;
  1441. setColorLinear( pointColors, pointOffset, color, intensity );
  1442. _vector3.setFromMatrixPosition( light.matrixWorld );
  1443. _vector3.applyMatrix4( viewMatrix );
  1444. pointPositions[ pointOffset + 0 ] = _vector3.x;
  1445. pointPositions[ pointOffset + 1 ] = _vector3.y;
  1446. pointPositions[ pointOffset + 2 ] = _vector3.z;
  1447. // distance is 0 if decay is 0, because there is no attenuation at all.
  1448. pointDistances[ pointLength ] = distance;
  1449. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1450. pointLength += 1;
  1451. } else if ( light instanceof THREE.SpotLight ) {
  1452. spotCount += 1;
  1453. if ( ! light.visible ) continue;
  1454. spotOffset = spotLength * 3;
  1455. setColorLinear( spotColors, spotOffset, color, intensity );
  1456. _direction.setFromMatrixPosition( light.matrixWorld );
  1457. _vector3.copy( _direction ).applyMatrix4( viewMatrix );
  1458. spotPositions[ spotOffset + 0 ] = _vector3.x;
  1459. spotPositions[ spotOffset + 1 ] = _vector3.y;
  1460. spotPositions[ spotOffset + 2 ] = _vector3.z;
  1461. spotDistances[ spotLength ] = distance;
  1462. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1463. _direction.sub( _vector3 );
  1464. _direction.transformDirection( viewMatrix );
  1465. spotDirections[ spotOffset + 0 ] = _direction.x;
  1466. spotDirections[ spotOffset + 1 ] = _direction.y;
  1467. spotDirections[ spotOffset + 2 ] = _direction.z;
  1468. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1469. spotExponents[ spotLength ] = light.exponent;
  1470. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1471. spotLength += 1;
  1472. } else if ( light instanceof THREE.HemisphereLight ) {
  1473. hemiCount += 1;
  1474. if ( ! light.visible ) continue;
  1475. _direction.setFromMatrixPosition( light.matrixWorld );
  1476. _direction.transformDirection( viewMatrix );
  1477. hemiOffset = hemiLength * 3;
  1478. hemiPositions[ hemiOffset + 0 ] = _direction.x;
  1479. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1480. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1481. skyColor = light.color;
  1482. groundColor = light.groundColor;
  1483. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1484. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1485. hemiLength += 1;
  1486. }
  1487. }
  1488. // null eventual remains from removed lights
  1489. // (this is to avoid if in shader)
  1490. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1491. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1492. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1493. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1494. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1495. zlights.directional.length = dirLength;
  1496. zlights.point.length = pointLength;
  1497. zlights.spot.length = spotLength;
  1498. zlights.hemi.length = hemiLength;
  1499. zlights.ambient[ 0 ] = r;
  1500. zlights.ambient[ 1 ] = g;
  1501. zlights.ambient[ 2 ] = b;
  1502. }
  1503. // GL state setting
  1504. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1505. if ( cullFace === THREE.CullFaceNone ) {
  1506. state.disable( _gl.CULL_FACE );
  1507. } else {
  1508. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1509. _gl.frontFace( _gl.CW );
  1510. } else {
  1511. _gl.frontFace( _gl.CCW );
  1512. }
  1513. if ( cullFace === THREE.CullFaceBack ) {
  1514. _gl.cullFace( _gl.BACK );
  1515. } else if ( cullFace === THREE.CullFaceFront ) {
  1516. _gl.cullFace( _gl.FRONT );
  1517. } else {
  1518. _gl.cullFace( _gl.FRONT_AND_BACK );
  1519. }
  1520. state.enable( _gl.CULL_FACE );
  1521. }
  1522. };
  1523. // Textures
  1524. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1525. var extension;
  1526. if ( isImagePowerOfTwo ) {
  1527. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1528. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1529. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1530. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1531. } else {
  1532. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1533. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1534. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1535. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  1536. }
  1537. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1538. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1539. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1540. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  1541. }
  1542. }
  1543. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1544. if ( extension ) {
  1545. if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  1546. if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  1547. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1548. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1549. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1550. }
  1551. }
  1552. }
  1553. function uploadTexture( textureProperties, texture, slot ) {
  1554. if ( textureProperties.__webglInit === undefined ) {
  1555. textureProperties.__webglInit = true;
  1556. texture.__webglInit = true;
  1557. texture.addEventListener( 'dispose', onTextureDispose );
  1558. textureProperties.__webglTexture = _gl.createTexture();
  1559. _infoMemory.textures ++;
  1560. }
  1561. state.activeTexture( _gl.TEXTURE0 + slot );
  1562. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1563. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1564. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1565. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1566. texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  1567. var image = texture.image,
  1568. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1569. glFormat = paramThreeToGL( texture.format ),
  1570. glType = paramThreeToGL( texture.type );
  1571. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1572. var mipmap, mipmaps = texture.mipmaps;
  1573. if ( texture instanceof THREE.DataTexture ) {
  1574. // use manually created mipmaps if available
  1575. // if there are no manual mipmaps
  1576. // set 0 level mipmap and then use GL to generate other mipmap levels
  1577. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1578. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1579. mipmap = mipmaps[ i ];
  1580. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1581. }
  1582. texture.generateMipmaps = false;
  1583. } else {
  1584. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1585. }
  1586. } else if ( texture instanceof THREE.CompressedTexture ) {
  1587. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1588. mipmap = mipmaps[ i ];
  1589. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1590. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1591. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1592. } else {
  1593. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1594. }
  1595. } else {
  1596. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1597. }
  1598. }
  1599. } else {
  1600. // regular Texture (image, video, canvas)
  1601. // use manually created mipmaps if available
  1602. // if there are no manual mipmaps
  1603. // set 0 level mipmap and then use GL to generate other mipmap levels
  1604. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1605. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1606. mipmap = mipmaps[ i ];
  1607. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1608. }
  1609. texture.generateMipmaps = false;
  1610. } else {
  1611. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1612. }
  1613. }
  1614. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1615. textureProperties.__version = texture.version;
  1616. if ( texture.onUpdate ) texture.onUpdate( texture );
  1617. }
  1618. this.setTexture = function ( texture, slot ) {
  1619. var textureProperties = properties.get( texture );
  1620. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1621. var image = texture.image;
  1622. if ( image === undefined ) {
  1623. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1624. return;
  1625. }
  1626. if ( image.complete === false ) {
  1627. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1628. return;
  1629. }
  1630. uploadTexture( textureProperties, texture, slot );
  1631. return;
  1632. }
  1633. state.activeTexture( _gl.TEXTURE0 + slot );
  1634. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1635. };
  1636. function clampToMaxSize ( image, maxSize ) {
  1637. if ( image.width > maxSize || image.height > maxSize ) {
  1638. // Warning: Scaling through the canvas will only work with images that use
  1639. // premultiplied alpha.
  1640. var scale = maxSize / Math.max( image.width, image.height );
  1641. var canvas = document.createElement( 'canvas' );
  1642. canvas.width = Math.floor( image.width * scale );
  1643. canvas.height = Math.floor( image.height * scale );
  1644. var context = canvas.getContext( '2d' );
  1645. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1646. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1647. return canvas;
  1648. }
  1649. return image;
  1650. }
  1651. function setCubeTexture ( texture, slot ) {
  1652. var textureProperties = properties.get( texture );
  1653. if ( texture.image.length === 6 ) {
  1654. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1655. if ( ! textureProperties.__image__webglTextureCube ) {
  1656. texture.addEventListener( 'dispose', onTextureDispose );
  1657. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1658. _infoMemory.textures ++;
  1659. }
  1660. state.activeTexture( _gl.TEXTURE0 + slot );
  1661. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1662. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1663. var isCompressed = texture instanceof THREE.CompressedTexture;
  1664. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1665. var cubeImage = [];
  1666. for ( var i = 0; i < 6; i ++ ) {
  1667. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1668. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  1669. } else {
  1670. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1671. }
  1672. }
  1673. var image = cubeImage[ 0 ],
  1674. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1675. glFormat = paramThreeToGL( texture.format ),
  1676. glType = paramThreeToGL( texture.type );
  1677. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1678. for ( var i = 0; i < 6; i ++ ) {
  1679. if ( ! isCompressed ) {
  1680. if ( isDataTexture ) {
  1681. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1682. } else {
  1683. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1684. }
  1685. } else {
  1686. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1687. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1688. mipmap = mipmaps[ j ];
  1689. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1690. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1691. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1692. } else {
  1693. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1694. }
  1695. } else {
  1696. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1697. }
  1698. }
  1699. }
  1700. }
  1701. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1702. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1703. }
  1704. textureProperties.__version = texture.version;
  1705. if ( texture.onUpdate ) texture.onUpdate( texture );
  1706. } else {
  1707. state.activeTexture( _gl.TEXTURE0 + slot );
  1708. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1709. }
  1710. }
  1711. }
  1712. function setCubeTextureDynamic ( texture, slot ) {
  1713. state.activeTexture( _gl.TEXTURE0 + slot );
  1714. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1715. }
  1716. // Render targets
  1717. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  1718. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1719. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget ).__webglTexture, 0 );
  1720. }
  1721. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  1722. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1723. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1724. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1725. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1726. /* For some reason this is not working. Defaulting to RGBA4.
  1727. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1728. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  1729. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1730. */
  1731. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1732. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1733. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1734. } else {
  1735. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1736. }
  1737. }
  1738. this.setRenderTarget = function ( renderTarget ) {
  1739. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1740. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1741. var renderTargetProperties = properties.get( renderTarget );
  1742. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  1743. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  1744. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1745. renderTargetProperties.__webglTexture = _gl.createTexture();
  1746. _infoMemory.textures ++;
  1747. // Setup texture, create render and frame buffers
  1748. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  1749. glFormat = paramThreeToGL( renderTarget.format ),
  1750. glType = paramThreeToGL( renderTarget.type );
  1751. if ( isCube ) {
  1752. renderTargetProperties.__webglFramebuffer = [];
  1753. renderTargetProperties.__webglRenderbuffer = [];
  1754. state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTargetProperties.__webglTexture );
  1755. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  1756. for ( var i = 0; i < 6; i ++ ) {
  1757. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1758. renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  1759. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1760. setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1761. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
  1762. }
  1763. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1764. } else {
  1765. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1766. if ( renderTarget.shareDepthFrom ) {
  1767. renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  1768. } else {
  1769. renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
  1770. }
  1771. state.bindTexture( _gl.TEXTURE_2D, renderTargetProperties.__webglTexture );
  1772. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  1773. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1774. setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  1775. if ( renderTarget.shareDepthFrom ) {
  1776. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1777. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1778. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1779. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1780. }
  1781. } else {
  1782. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
  1783. }
  1784. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1785. }
  1786. // Release everything
  1787. if ( isCube ) {
  1788. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1789. } else {
  1790. state.bindTexture( _gl.TEXTURE_2D, null );
  1791. }
  1792. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1793. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1794. }
  1795. var framebuffer, width, height, vx, vy;
  1796. if ( renderTarget ) {
  1797. var renderTargetProperties = properties.get( renderTarget );
  1798. if ( isCube ) {
  1799. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1800. } else {
  1801. framebuffer = renderTargetProperties.__webglFramebuffer;
  1802. }
  1803. width = renderTarget.width;
  1804. height = renderTarget.height;
  1805. vx = 0;
  1806. vy = 0;
  1807. } else {
  1808. framebuffer = null;
  1809. width = _viewportWidth;
  1810. height = _viewportHeight;
  1811. vx = _viewportX;
  1812. vy = _viewportY;
  1813. }
  1814. if ( framebuffer !== _currentFramebuffer ) {
  1815. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1816. _gl.viewport( vx, vy, width, height );
  1817. _currentFramebuffer = framebuffer;
  1818. }
  1819. _currentWidth = width;
  1820. _currentHeight = height;
  1821. };
  1822. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  1823. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  1824. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1825. return;
  1826. }
  1827. if ( properties.get( renderTarget ).__webglFramebuffer ) {
  1828. if ( renderTarget.format !== THREE.RGBAFormat ) {
  1829. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  1830. return;
  1831. }
  1832. var restore = false;
  1833. if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
  1834. _gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
  1835. restore = true;
  1836. }
  1837. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1838. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  1839. } else {
  1840. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1841. }
  1842. if ( restore ) {
  1843. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1844. }
  1845. }
  1846. };
  1847. function updateRenderTargetMipmap ( renderTarget ) {
  1848. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  1849. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( renderTarget ).__webglTexture );
  1850. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1851. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1852. } else {
  1853. state.bindTexture( _gl.TEXTURE_2D, properties.get( renderTarget ).__webglTexture );
  1854. _gl.generateMipmap( _gl.TEXTURE_2D );
  1855. state.bindTexture( _gl.TEXTURE_2D, null );
  1856. }
  1857. }
  1858. // Fallback filters for non-power-of-2 textures
  1859. function filterFallback ( f ) {
  1860. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  1861. return _gl.NEAREST;
  1862. }
  1863. return _gl.LINEAR;
  1864. }
  1865. // Map three.js constants to WebGL constants
  1866. function paramThreeToGL ( p ) {
  1867. var extension;
  1868. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  1869. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  1870. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  1871. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  1872. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  1873. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  1874. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  1875. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  1876. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  1877. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  1878. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  1879. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  1880. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  1881. if ( p === THREE.ByteType ) return _gl.BYTE;
  1882. if ( p === THREE.ShortType ) return _gl.SHORT;
  1883. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  1884. if ( p === THREE.IntType ) return _gl.INT;
  1885. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  1886. if ( p === THREE.FloatType ) return _gl.FLOAT;
  1887. extension = extensions.get( 'OES_texture_half_float' );
  1888. if ( extension !== null ) {
  1889. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  1890. }
  1891. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  1892. if ( p === THREE.RGBFormat ) return _gl.RGB;
  1893. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  1894. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  1895. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  1896. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  1897. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  1898. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  1899. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  1900. if ( p === THREE.OneFactor ) return _gl.ONE;
  1901. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  1902. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  1903. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  1904. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  1905. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  1906. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  1907. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  1908. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  1909. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  1910. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  1911. if ( extension !== null ) {
  1912. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  1913. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  1914. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1915. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1916. }
  1917. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  1918. if ( extension !== null ) {
  1919. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  1920. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  1921. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  1922. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  1923. }
  1924. extension = extensions.get( 'EXT_blend_minmax' );
  1925. if ( extension !== null ) {
  1926. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  1927. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  1928. }
  1929. return 0;
  1930. }
  1931. // DEPRECATED
  1932. this.supportsFloatTextures = function () {
  1933. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  1934. return extensions.get( 'OES_texture_float' );
  1935. };
  1936. this.supportsHalfFloatTextures = function () {
  1937. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  1938. return extensions.get( 'OES_texture_half_float' );
  1939. };
  1940. this.supportsStandardDerivatives = function () {
  1941. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  1942. return extensions.get( 'OES_standard_derivatives' );
  1943. };
  1944. this.supportsCompressedTextureS3TC = function () {
  1945. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  1946. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  1947. };
  1948. this.supportsCompressedTexturePVRTC = function () {
  1949. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  1950. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  1951. };
  1952. this.supportsBlendMinMax = function () {
  1953. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  1954. return extensions.get( 'EXT_blend_minmax' );
  1955. };
  1956. this.supportsVertexTextures = function () {
  1957. return capabilities.vertexTextures;
  1958. };
  1959. this.supportsInstancedArrays = function () {
  1960. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  1961. return extensions.get( 'ANGLE_instanced_arrays' );
  1962. };
  1963. //
  1964. this.initMaterial = function () {
  1965. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  1966. };
  1967. this.addPrePlugin = function () {
  1968. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  1969. };
  1970. this.addPostPlugin = function () {
  1971. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  1972. };
  1973. this.updateShadowMap = function () {
  1974. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  1975. };
  1976. Object.defineProperties( this, {
  1977. shadowMapEnabled: {
  1978. get: function () {
  1979. return shadowMap.enabled;
  1980. },
  1981. set: function ( value ) {
  1982. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  1983. shadowMap.enabled = value;
  1984. }
  1985. },
  1986. shadowMapType: {
  1987. get: function () {
  1988. return shadowMap.type;
  1989. },
  1990. set: function ( value ) {
  1991. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  1992. shadowMap.type = value;
  1993. }
  1994. },
  1995. shadowMapCullFace: {
  1996. get: function () {
  1997. return shadowMap.cullFace;
  1998. },
  1999. set: function ( value ) {
  2000. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  2001. shadowMap.cullFace = value;
  2002. }
  2003. },
  2004. shadowMapDebug: {
  2005. get: function () {
  2006. return shadowMap.debug;
  2007. },
  2008. set: function ( value ) {
  2009. console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
  2010. shadowMap.debug = value;
  2011. }
  2012. }
  2013. } );
  2014. };