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. _currentFramebuffer = null,
  55. _currentMaterialId = - 1,
  56. _currentGeometryProgram = '',
  57. _currentCamera = null,
  58. _usedTextureUnits = 0,
  59. _viewportX = 0,
  60. _viewportY = 0,
  61. _viewportWidth = _canvas.width,
  62. _viewportHeight = _canvas.height,
  63. _currentWidth = 0,
  64. _currentHeight = 0,
  65. // frustum
  66. _frustum = new THREE.Frustum(),
  67. // camera matrices cache
  68. _projScreenMatrix = new THREE.Matrix4(),
  69. _vector3 = new THREE.Vector3(),
  70. // light arrays cache
  71. _lights = {
  72. hash: '',
  73. ambient: [ 0, 0, 0 ],
  74. directional: [],
  75. point: [],
  76. spot: [],
  77. hemi: [],
  78. shadows: [],
  79. shadowsPointLight: 0
  80. },
  81. // info
  82. _infoMemory = {
  83. geometries: 0,
  84. textures: 0
  85. },
  86. _infoRender = {
  87. calls: 0,
  88. vertices: 0,
  89. faces: 0,
  90. points: 0
  91. };
  92. this.info = {
  93. render: _infoRender,
  94. memory: _infoMemory,
  95. programs: null
  96. };
  97. // initialize
  98. var _gl;
  99. try {
  100. var attributes = {
  101. alpha: _alpha,
  102. depth: _depth,
  103. stencil: _stencil,
  104. antialias: _antialias,
  105. premultipliedAlpha: _premultipliedAlpha,
  106. preserveDrawingBuffer: _preserveDrawingBuffer
  107. };
  108. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  109. if ( _gl === null ) {
  110. if ( _canvas.getContext( 'webgl' ) !== null ) {
  111. throw 'Error creating WebGL context with your selected attributes.';
  112. } else {
  113. throw 'Error creating WebGL context.';
  114. }
  115. }
  116. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  117. } catch ( error ) {
  118. console.error( 'THREE.WebGLRenderer: ' + error );
  119. }
  120. var extensions = new THREE.WebGLExtensions( _gl );
  121. extensions.get( 'OES_texture_float' );
  122. extensions.get( 'OES_texture_float_linear' );
  123. extensions.get( 'OES_texture_half_float' );
  124. extensions.get( 'OES_texture_half_float_linear' );
  125. extensions.get( 'OES_standard_derivatives' );
  126. extensions.get( 'ANGLE_instanced_arrays' );
  127. if ( extensions.get( 'OES_element_index_uint' ) ) {
  128. THREE.BufferGeometry.MaxIndex = 4294967296;
  129. }
  130. var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
  131. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  132. var properties = new THREE.WebGLProperties();
  133. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  134. var programCache = new THREE.WebGLPrograms( this, capabilities );
  135. var lightCache = new THREE.WebGLLights();
  136. this.info.programs = programCache.programs;
  137. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  138. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  139. //
  140. function glClearColor( r, g, b, a ) {
  141. if ( _premultipliedAlpha === true ) {
  142. r *= a; g *= a; b *= a;
  143. }
  144. _gl.clearColor( r, g, b, a );
  145. }
  146. function setDefaultGLState() {
  147. state.init();
  148. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  149. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  150. }
  151. function resetGLState() {
  152. _currentProgram = null;
  153. _currentCamera = null;
  154. _currentGeometryProgram = '';
  155. _currentMaterialId = - 1;
  156. state.reset();
  157. }
  158. setDefaultGLState();
  159. this.context = _gl;
  160. this.capabilities = capabilities;
  161. this.extensions = extensions;
  162. this.state = state;
  163. // shadow map
  164. var shadowMap = new THREE.WebGLShadowMap( this, _lights, objects );
  165. this.shadowMap = shadowMap;
  166. // Plugins
  167. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  168. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  169. // API
  170. this.getContext = function () {
  171. return _gl;
  172. };
  173. this.getContextAttributes = function () {
  174. return _gl.getContextAttributes();
  175. };
  176. this.forceContextLoss = function () {
  177. extensions.get( 'WEBGL_lose_context' ).loseContext();
  178. };
  179. this.getMaxAnisotropy = ( function () {
  180. var value;
  181. return function getMaxAnisotropy() {
  182. if ( value !== undefined ) return value;
  183. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  184. if ( extension !== null ) {
  185. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  186. } else {
  187. value = 0;
  188. }
  189. return value;
  190. }
  191. } )();
  192. this.getPrecision = function () {
  193. return capabilities.precision;
  194. };
  195. this.getPixelRatio = function () {
  196. return pixelRatio;
  197. };
  198. this.setPixelRatio = function ( value ) {
  199. if ( value !== undefined ) pixelRatio = value;
  200. };
  201. this.getSize = function () {
  202. return {
  203. width: _width,
  204. height: _height
  205. };
  206. };
  207. this.setSize = function ( width, height, updateStyle ) {
  208. _width = width;
  209. _height = height;
  210. _canvas.width = width * pixelRatio;
  211. _canvas.height = height * pixelRatio;
  212. if ( updateStyle !== false ) {
  213. _canvas.style.width = width + 'px';
  214. _canvas.style.height = height + 'px';
  215. }
  216. this.setViewport( 0, 0, width, height );
  217. };
  218. this.setViewport = function ( x, y, width, height ) {
  219. _viewportX = x * pixelRatio;
  220. _viewportY = y * pixelRatio;
  221. _viewportWidth = width * pixelRatio;
  222. _viewportHeight = height * pixelRatio;
  223. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  224. };
  225. this.getViewport = function ( dimensions ) {
  226. dimensions.x = _viewportX / pixelRatio;
  227. dimensions.y = _viewportY / pixelRatio;
  228. dimensions.z = _viewportWidth / pixelRatio;
  229. dimensions.w = _viewportHeight / pixelRatio;
  230. };
  231. this.setScissor = function ( x, y, width, height ) {
  232. _gl.scissor(
  233. x * pixelRatio,
  234. y * pixelRatio,
  235. width * pixelRatio,
  236. height * pixelRatio
  237. );
  238. };
  239. this.enableScissorTest = function ( boolean ) {
  240. state.setScissorTest( boolean );
  241. };
  242. // Clearing
  243. this.getClearColor = function () {
  244. return _clearColor;
  245. };
  246. this.setClearColor = function ( color, alpha ) {
  247. _clearColor.set( color );
  248. _clearAlpha = alpha !== undefined ? alpha : 1;
  249. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  250. };
  251. this.getClearAlpha = function () {
  252. return _clearAlpha;
  253. };
  254. this.setClearAlpha = function ( alpha ) {
  255. _clearAlpha = alpha;
  256. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  257. };
  258. this.clear = function ( color, depth, stencil ) {
  259. var bits = 0;
  260. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  261. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  262. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  263. _gl.clear( bits );
  264. };
  265. this.clearColor = function () {
  266. _gl.clear( _gl.COLOR_BUFFER_BIT );
  267. };
  268. this.clearDepth = function () {
  269. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  270. };
  271. this.clearStencil = function () {
  272. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  273. };
  274. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  275. this.setRenderTarget( renderTarget );
  276. this.clear( color, depth, stencil );
  277. };
  278. // Reset
  279. this.resetGLState = resetGLState;
  280. this.dispose = function() {
  281. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  282. };
  283. // Events
  284. function onContextLost( event ) {
  285. event.preventDefault();
  286. resetGLState();
  287. setDefaultGLState();
  288. properties.clear();
  289. };
  290. function onTextureDispose( event ) {
  291. var texture = event.target;
  292. texture.removeEventListener( 'dispose', onTextureDispose );
  293. deallocateTexture( texture );
  294. _infoMemory.textures --;
  295. }
  296. function onRenderTargetDispose( event ) {
  297. var renderTarget = event.target;
  298. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  299. deallocateRenderTarget( renderTarget );
  300. _infoMemory.textures --;
  301. }
  302. function onMaterialDispose( event ) {
  303. var material = event.target;
  304. material.removeEventListener( 'dispose', onMaterialDispose );
  305. deallocateMaterial( material );
  306. }
  307. // Buffer deallocation
  308. function deallocateTexture( texture ) {
  309. var textureProperties = properties.get( texture );
  310. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  311. // cube texture
  312. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  313. } else {
  314. // 2D texture
  315. if ( textureProperties.__webglInit === undefined ) return;
  316. _gl.deleteTexture( textureProperties.__webglTexture );
  317. }
  318. // remove all webgl properties
  319. properties.delete( texture );
  320. }
  321. function deallocateRenderTarget( renderTarget ) {
  322. var renderTargetProperties = properties.get( renderTarget );
  323. var textureProperties = properties.get( renderTarget.texture );
  324. if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
  325. _gl.deleteTexture( textureProperties.__webglTexture );
  326. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  327. for ( var i = 0; i < 6; i ++ ) {
  328. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  329. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  330. }
  331. } else {
  332. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  333. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  334. }
  335. properties.delete( renderTarget.texture );
  336. properties.delete( renderTarget );
  337. }
  338. function deallocateMaterial( material ) {
  339. releaseMaterialProgramReference( material );
  340. properties.delete( material );
  341. }
  342. function releaseMaterialProgramReference( material ) {
  343. var programInfo = properties.get( material ).program;
  344. material.program = undefined;
  345. if ( programInfo !== undefined ) {
  346. programCache.releaseProgram( programInfo );
  347. }
  348. }
  349. // Buffer rendering
  350. this.renderBufferImmediate = function ( object, program, material ) {
  351. state.initAttributes();
  352. var buffers = properties.get( object );
  353. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  354. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  355. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  356. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  357. var attributes = program.getAttributes();
  358. if ( object.hasPositions ) {
  359. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  360. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  361. state.enableAttribute( attributes.position );
  362. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  363. }
  364. if ( object.hasNormals ) {
  365. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  366. if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) {
  367. for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  368. var array = object.normalArray;
  369. var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  370. var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  371. var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  372. array[ i + 0 ] = nx;
  373. array[ i + 1 ] = ny;
  374. array[ i + 2 ] = nz;
  375. array[ i + 3 ] = nx;
  376. array[ i + 4 ] = ny;
  377. array[ i + 5 ] = nz;
  378. array[ i + 6 ] = nx;
  379. array[ i + 7 ] = ny;
  380. array[ i + 8 ] = nz;
  381. }
  382. }
  383. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  384. state.enableAttribute( attributes.normal );
  385. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  386. }
  387. if ( object.hasUvs && material.map ) {
  388. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  389. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  390. state.enableAttribute( attributes.uv );
  391. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  392. }
  393. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  394. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  395. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  396. state.enableAttribute( attributes.color );
  397. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  398. }
  399. state.disableUnusedAttributes();
  400. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  401. object.count = 0;
  402. };
  403. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  404. setMaterial( material );
  405. var program = setProgram( camera, fog, material, object );
  406. var updateBuffers = false;
  407. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  408. if ( geometryProgram !== _currentGeometryProgram ) {
  409. _currentGeometryProgram = geometryProgram;
  410. updateBuffers = true;
  411. }
  412. // morph targets
  413. var morphTargetInfluences = object.morphTargetInfluences;
  414. if ( morphTargetInfluences !== undefined ) {
  415. var activeInfluences = [];
  416. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  417. var influence = morphTargetInfluences[ i ];
  418. activeInfluences.push( [ influence, i ] );
  419. }
  420. activeInfluences.sort( numericalSort );
  421. if ( activeInfluences.length > 8 ) {
  422. activeInfluences.length = 8;
  423. }
  424. var morphAttributes = geometry.morphAttributes;
  425. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  426. var influence = activeInfluences[ i ];
  427. morphInfluences[ i ] = influence[ 0 ];
  428. if ( influence[ 0 ] !== 0 ) {
  429. var index = influence[ 1 ];
  430. if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  431. if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  432. } else {
  433. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  434. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  435. }
  436. }
  437. var uniforms = program.getUniforms();
  438. if ( uniforms.morphTargetInfluences !== null ) {
  439. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  440. }
  441. updateBuffers = true;
  442. }
  443. //
  444. var index = geometry.index;
  445. var position = geometry.attributes.position;
  446. if ( material.wireframe === true ) {
  447. index = objects.getWireframeAttribute( geometry );
  448. }
  449. var renderer;
  450. if ( index !== null ) {
  451. renderer = indexedBufferRenderer;
  452. renderer.setIndex( index );
  453. } else {
  454. renderer = bufferRenderer;
  455. }
  456. if ( updateBuffers ) {
  457. setupVertexAttributes( material, program, geometry );
  458. if ( index !== null ) {
  459. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  460. }
  461. }
  462. //
  463. var dataStart = 0;
  464. var dataCount = Infinity;
  465. if ( index !== null ) {
  466. dataCount = index.count
  467. } else if ( position !== undefined ) {
  468. dataCount = position.count;
  469. }
  470. var rangeStart = geometry.drawRange.start;
  471. var rangeCount = geometry.drawRange.count;
  472. var groupStart = group !== null ? group.start : 0;
  473. var groupCount = group !== null ? group.count : Infinity;
  474. var drawStart = Math.max( dataStart, rangeStart, groupStart );
  475. var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  476. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  477. //
  478. if ( object instanceof THREE.Mesh ) {
  479. if ( material.wireframe === true ) {
  480. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  481. renderer.setMode( _gl.LINES );
  482. } else {
  483. switch ( object.drawMode ) {
  484. case THREE.TrianglesDrawMode:
  485. renderer.setMode( _gl.TRIANGLES );
  486. break;
  487. case THREE.TriangleStripDrawMode:
  488. renderer.setMode( _gl.TRIANGLE_STRIP );
  489. break;
  490. case THREE.TriangleFanDrawMode:
  491. renderer.setMode( _gl.TRIANGLE_FAN );
  492. break;
  493. }
  494. }
  495. } else if ( object instanceof THREE.Line ) {
  496. var lineWidth = material.linewidth;
  497. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  498. state.setLineWidth( lineWidth * pixelRatio );
  499. if ( object instanceof THREE.LineSegments ) {
  500. renderer.setMode( _gl.LINES );
  501. } else {
  502. renderer.setMode( _gl.LINE_STRIP );
  503. }
  504. } else if ( object instanceof THREE.Points ) {
  505. renderer.setMode( _gl.POINTS );
  506. }
  507. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  508. renderer.renderInstances( geometry, drawStart, drawCount );
  509. } else {
  510. renderer.render( drawStart, drawCount );
  511. }
  512. };
  513. function setupVertexAttributes( material, program, geometry, startIndex ) {
  514. var extension;
  515. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  516. extension = extensions.get( 'ANGLE_instanced_arrays' );
  517. if ( extension === null ) {
  518. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  519. return;
  520. }
  521. }
  522. if ( startIndex === undefined ) startIndex = 0;
  523. state.initAttributes();
  524. var geometryAttributes = geometry.attributes;
  525. var programAttributes = program.getAttributes();
  526. var materialDefaultAttributeValues = material.defaultAttributeValues;
  527. for ( var name in programAttributes ) {
  528. var programAttribute = programAttributes[ name ];
  529. if ( programAttribute >= 0 ) {
  530. var geometryAttribute = geometryAttributes[ name ];
  531. if ( geometryAttribute !== undefined ) {
  532. var size = geometryAttribute.itemSize;
  533. var buffer = objects.getAttributeBuffer( geometryAttribute );
  534. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  535. var data = geometryAttribute.data;
  536. var stride = data.stride;
  537. var offset = geometryAttribute.offset;
  538. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  539. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
  540. if ( geometry.maxInstancedCount === undefined ) {
  541. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  542. }
  543. } else {
  544. state.enableAttribute( programAttribute );
  545. }
  546. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  547. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  548. } else {
  549. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  550. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
  551. if ( geometry.maxInstancedCount === undefined ) {
  552. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  553. }
  554. } else {
  555. state.enableAttribute( programAttribute );
  556. }
  557. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  558. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  559. }
  560. } else if ( materialDefaultAttributeValues !== undefined ) {
  561. var value = materialDefaultAttributeValues[ name ];
  562. if ( value !== undefined ) {
  563. switch ( value.length ) {
  564. case 2:
  565. _gl.vertexAttrib2fv( programAttribute, value );
  566. break;
  567. case 3:
  568. _gl.vertexAttrib3fv( programAttribute, value );
  569. break;
  570. case 4:
  571. _gl.vertexAttrib4fv( programAttribute, value );
  572. break;
  573. default:
  574. _gl.vertexAttrib1fv( programAttribute, value );
  575. }
  576. }
  577. }
  578. }
  579. }
  580. state.disableUnusedAttributes();
  581. }
  582. // Sorting
  583. function numericalSort ( a, b ) {
  584. return b[ 0 ] - a[ 0 ];
  585. }
  586. function painterSortStable ( a, b ) {
  587. if ( a.object.renderOrder !== b.object.renderOrder ) {
  588. return a.object.renderOrder - b.object.renderOrder;
  589. } else if ( a.material.id !== b.material.id ) {
  590. return a.material.id - b.material.id;
  591. } else if ( a.z !== b.z ) {
  592. return a.z - b.z;
  593. } else {
  594. return a.id - b.id;
  595. }
  596. }
  597. function reversePainterSortStable ( a, b ) {
  598. if ( a.object.renderOrder !== b.object.renderOrder ) {
  599. return a.object.renderOrder - b.object.renderOrder;
  600. } if ( a.z !== b.z ) {
  601. return b.z - a.z;
  602. } else {
  603. return a.id - b.id;
  604. }
  605. }
  606. // Rendering
  607. this.render = function ( scene, camera, renderTarget, forceClear ) {
  608. if ( camera instanceof THREE.Camera === false ) {
  609. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  610. return;
  611. }
  612. var fog = scene.fog;
  613. // reset caching for this frame
  614. _currentGeometryProgram = '';
  615. _currentMaterialId = - 1;
  616. _currentCamera = null;
  617. // update scene graph
  618. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  619. // update camera matrices and frustum
  620. if ( camera.parent === null ) camera.updateMatrixWorld();
  621. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  622. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  623. _frustum.setFromMatrix( _projScreenMatrix );
  624. lights.length = 0;
  625. opaqueObjectsLastIndex = - 1;
  626. transparentObjectsLastIndex = - 1;
  627. sprites.length = 0;
  628. lensFlares.length = 0;
  629. projectObject( scene, camera );
  630. opaqueObjects.length = opaqueObjectsLastIndex + 1;
  631. transparentObjects.length = transparentObjectsLastIndex + 1;
  632. if ( _this.sortObjects === true ) {
  633. opaqueObjects.sort( painterSortStable );
  634. transparentObjects.sort( reversePainterSortStable );
  635. }
  636. setupLights( lights, camera );
  637. //
  638. shadowMap.render( scene, camera );
  639. //
  640. _infoRender.calls = 0;
  641. _infoRender.vertices = 0;
  642. _infoRender.faces = 0;
  643. _infoRender.points = 0;
  644. this.setRenderTarget( renderTarget );
  645. if ( this.autoClear || forceClear ) {
  646. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  647. }
  648. //
  649. if ( scene.overrideMaterial ) {
  650. var overrideMaterial = scene.overrideMaterial;
  651. renderObjects( opaqueObjects, camera, fog, overrideMaterial );
  652. renderObjects( transparentObjects, camera, fog, overrideMaterial );
  653. } else {
  654. // opaque pass (front-to-back order)
  655. state.setBlending( THREE.NoBlending );
  656. renderObjects( opaqueObjects, camera, fog );
  657. // transparent pass (back-to-front order)
  658. renderObjects( transparentObjects, camera, fog );
  659. }
  660. // custom render plugins (post pass)
  661. spritePlugin.render( scene, camera );
  662. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  663. // Generate mipmap if we're using any kind of mipmap filtering
  664. if ( renderTarget ) {
  665. var texture = renderTarget.texture;
  666. if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
  667. texture.minFilter !== THREE.NearestFilter &&
  668. texture.minFilter !== THREE.LinearFilter ) {
  669. updateRenderTargetMipmap( renderTarget );
  670. }
  671. }
  672. // Ensure depth buffer writing is enabled so it can be cleared on next render
  673. state.setDepthTest( true );
  674. state.setDepthWrite( true );
  675. state.setColorWrite( true );
  676. // _gl.finish();
  677. };
  678. function pushRenderItem( object, geometry, material, z, group ) {
  679. var array, index;
  680. // allocate the next position in the appropriate array
  681. if ( material.transparent ) {
  682. array = transparentObjects;
  683. index = ++ transparentObjectsLastIndex;
  684. } else {
  685. array = opaqueObjects;
  686. index = ++ opaqueObjectsLastIndex;
  687. }
  688. // recycle existing render item or grow the array
  689. var renderItem = array[ index ];
  690. if ( renderItem !== undefined ) {
  691. renderItem.id = object.id;
  692. renderItem.object = object;
  693. renderItem.geometry = geometry;
  694. renderItem.material = material;
  695. renderItem.z = _vector3.z;
  696. renderItem.group = group;
  697. } else {
  698. renderItem = {
  699. id: object.id,
  700. object: object,
  701. geometry: geometry,
  702. material: material,
  703. z: _vector3.z,
  704. group: group
  705. };
  706. // assert( index === array.length );
  707. array.push( renderItem );
  708. }
  709. }
  710. function projectObject( object, camera ) {
  711. if ( object.visible === false ) return;
  712. if ( object.layers.test( camera.layers ) ) {
  713. if ( object instanceof THREE.Light ) {
  714. lights.push( object );
  715. } else if ( object instanceof THREE.Sprite ) {
  716. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  717. sprites.push( object );
  718. }
  719. } else if ( object instanceof THREE.LensFlare ) {
  720. lensFlares.push( object );
  721. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  722. if ( _this.sortObjects === true ) {
  723. _vector3.setFromMatrixPosition( object.matrixWorld );
  724. _vector3.applyProjection( _projScreenMatrix );
  725. }
  726. pushRenderItem( object, null, object.material, _vector3.z, null );
  727. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  728. if ( object instanceof THREE.SkinnedMesh ) {
  729. object.skeleton.update();
  730. }
  731. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  732. var material = object.material;
  733. if ( material.visible === true ) {
  734. if ( _this.sortObjects === true ) {
  735. _vector3.setFromMatrixPosition( object.matrixWorld );
  736. _vector3.applyProjection( _projScreenMatrix );
  737. }
  738. var geometry = objects.update( object );
  739. if ( material instanceof THREE.MeshFaceMaterial ) {
  740. var groups = geometry.groups;
  741. var materials = material.materials;
  742. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  743. var group = groups[ i ];
  744. var groupMaterial = materials[ group.materialIndex ];
  745. if ( groupMaterial.visible === true ) {
  746. pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  747. }
  748. }
  749. } else {
  750. pushRenderItem( object, geometry, material, _vector3.z, null );
  751. }
  752. }
  753. }
  754. }
  755. }
  756. var children = object.children;
  757. for ( var i = 0, l = children.length; i < l; i ++ ) {
  758. projectObject( children[ i ], camera );
  759. }
  760. }
  761. function renderObjects( renderList, camera, fog, overrideMaterial ) {
  762. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  763. var renderItem = renderList[ i ];
  764. var object = renderItem.object;
  765. var geometry = renderItem.geometry;
  766. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  767. var group = renderItem.group;
  768. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  769. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  770. if ( object instanceof THREE.ImmediateRenderObject ) {
  771. setMaterial( material );
  772. var program = setProgram( camera, fog, material, object );
  773. _currentGeometryProgram = '';
  774. object.render( function ( object ) {
  775. _this.renderBufferImmediate( object, program, material );
  776. } );
  777. } else {
  778. _this.renderBufferDirect( camera, fog, geometry, material, object, group );
  779. }
  780. }
  781. }
  782. function initMaterial( material, fog, object ) {
  783. var materialProperties = properties.get( material );
  784. var parameters = programCache.getParameters( material, _lights, fog, object );
  785. var code = programCache.getProgramCode( material, parameters );
  786. var program = materialProperties.program;
  787. var programChange = true;
  788. if ( program === undefined ) {
  789. // new material
  790. material.addEventListener( 'dispose', onMaterialDispose );
  791. } else if ( program.code !== code ) {
  792. // changed glsl or parameters
  793. releaseMaterialProgramReference( material );
  794. } else if ( parameters.shaderID !== undefined ) {
  795. // same glsl and uniform list
  796. return;
  797. } else {
  798. // only rebuild uniform list
  799. programChange = false;
  800. }
  801. if ( programChange ) {
  802. if ( parameters.shaderID ) {
  803. var shader = THREE.ShaderLib[ parameters.shaderID ];
  804. materialProperties.__webglShader = {
  805. name: material.type,
  806. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  807. vertexShader: shader.vertexShader,
  808. fragmentShader: shader.fragmentShader
  809. };
  810. } else {
  811. materialProperties.__webglShader = {
  812. name: material.type,
  813. uniforms: material.uniforms,
  814. vertexShader: material.vertexShader,
  815. fragmentShader: material.fragmentShader
  816. };
  817. }
  818. material.__webglShader = materialProperties.__webglShader;
  819. program = programCache.acquireProgram( material, parameters, code );
  820. materialProperties.program = program;
  821. material.program = program;
  822. }
  823. var attributes = program.getAttributes();
  824. if ( material.morphTargets ) {
  825. material.numSupportedMorphTargets = 0;
  826. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  827. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  828. material.numSupportedMorphTargets ++;
  829. }
  830. }
  831. }
  832. if ( material.morphNormals ) {
  833. material.numSupportedMorphNormals = 0;
  834. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  835. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  836. material.numSupportedMorphNormals ++;
  837. }
  838. }
  839. }
  840. materialProperties.uniformsList = [];
  841. var uniforms = materialProperties.__webglShader.uniforms,
  842. uniformLocations = materialProperties.program.getUniforms();
  843. for ( var u in uniforms ) {
  844. var location = uniformLocations[ u ];
  845. if ( location ) {
  846. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  847. }
  848. }
  849. if ( material instanceof THREE.MeshPhongMaterial ||
  850. material instanceof THREE.MeshLambertMaterial ||
  851. material instanceof THREE.MeshStandardMaterial ||
  852. material.lights ) {
  853. // store the light setup it was created for
  854. materialProperties.lightsHash = _lights.hash;
  855. // wire up the material to this renderer's lighting state
  856. uniforms.ambientLightColor.value = _lights.ambient;
  857. uniforms.directionalLights.value = _lights.directional;
  858. uniforms.pointLights.value = _lights.point;
  859. uniforms.spotLights.value = _lights.spot;
  860. uniforms.hemisphereLights.value = _lights.hemi;
  861. }
  862. // detect dynamic uniforms
  863. materialProperties.hasDynamicUniforms = false;
  864. for ( var j = 0, jl = materialProperties.uniformsList.length; j < jl; j ++ ) {
  865. var uniform = materialProperties.uniformsList[ j ][ 0 ];
  866. if ( uniform.dynamic === true ) {
  867. materialProperties.hasDynamicUniforms = true;
  868. break;
  869. }
  870. }
  871. }
  872. function setMaterial( material ) {
  873. setMaterialFaces( material );
  874. if ( material.transparent === true ) {
  875. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  876. } else {
  877. state.setBlending( THREE.NoBlending );
  878. }
  879. state.setDepthFunc( material.depthFunc );
  880. state.setDepthTest( material.depthTest );
  881. state.setDepthWrite( material.depthWrite );
  882. state.setColorWrite( material.colorWrite );
  883. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  884. }
  885. function setMaterialFaces( material ) {
  886. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  887. state.setFlipSided( material.side === THREE.BackSide );
  888. }
  889. function setProgram( camera, fog, material, object ) {
  890. _usedTextureUnits = 0;
  891. var materialProperties = properties.get( material );
  892. if ( materialProperties.program === undefined ) {
  893. material.needsUpdate = true;
  894. }
  895. if ( materialProperties.lightsHash !== undefined &&
  896. materialProperties.lightsHash !== _lights.hash ) {
  897. material.needsUpdate = true;
  898. }
  899. if ( material.needsUpdate ) {
  900. initMaterial( material, fog, object );
  901. material.needsUpdate = false;
  902. }
  903. var refreshProgram = false;
  904. var refreshMaterial = false;
  905. var refreshLights = false;
  906. var program = materialProperties.program,
  907. p_uniforms = program.getUniforms(),
  908. m_uniforms = materialProperties.__webglShader.uniforms;
  909. if ( program.id !== _currentProgram ) {
  910. _gl.useProgram( program.program );
  911. _currentProgram = program.id;
  912. refreshProgram = true;
  913. refreshMaterial = true;
  914. refreshLights = true;
  915. }
  916. if ( material.id !== _currentMaterialId ) {
  917. _currentMaterialId = material.id;
  918. refreshMaterial = true;
  919. }
  920. if ( refreshProgram || camera !== _currentCamera ) {
  921. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  922. if ( capabilities.logarithmicDepthBuffer ) {
  923. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  924. }
  925. if ( camera !== _currentCamera ) {
  926. _currentCamera = camera;
  927. // lighting uniforms depend on the camera so enforce an update
  928. // now, in case this material supports lights - or later, when
  929. // the next material that does gets activated:
  930. refreshMaterial = true; // set to true on material change
  931. refreshLights = true; // remains set until update done
  932. }
  933. // load material specific uniforms
  934. // (shader material also gets them for the sake of genericity)
  935. if ( material instanceof THREE.ShaderMaterial ||
  936. material instanceof THREE.MeshPhongMaterial ||
  937. material instanceof THREE.MeshStandardMaterial ||
  938. material.envMap ) {
  939. if ( p_uniforms.cameraPosition !== undefined ) {
  940. _vector3.setFromMatrixPosition( camera.matrixWorld );
  941. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  942. }
  943. }
  944. if ( material instanceof THREE.MeshPhongMaterial ||
  945. material instanceof THREE.MeshLambertMaterial ||
  946. material instanceof THREE.MeshBasicMaterial ||
  947. material instanceof THREE.MeshStandardMaterial ||
  948. material instanceof THREE.ShaderMaterial ||
  949. material.skinning ) {
  950. if ( p_uniforms.viewMatrix !== undefined ) {
  951. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  952. }
  953. }
  954. }
  955. // skinning uniforms must be set even if material didn't change
  956. // auto-setting of texture unit for bone texture must go before other textures
  957. // not sure why, but otherwise weird things happen
  958. if ( material.skinning ) {
  959. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  960. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  961. }
  962. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  963. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  964. }
  965. if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  966. if ( p_uniforms.boneTexture !== undefined ) {
  967. var textureUnit = getTextureUnit();
  968. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  969. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  970. }
  971. if ( p_uniforms.boneTextureWidth !== undefined ) {
  972. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  973. }
  974. if ( p_uniforms.boneTextureHeight !== undefined ) {
  975. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  976. }
  977. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  978. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  979. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  980. }
  981. }
  982. }
  983. if ( refreshMaterial ) {
  984. if ( material instanceof THREE.MeshPhongMaterial ||
  985. material instanceof THREE.MeshLambertMaterial ||
  986. material instanceof THREE.MeshStandardMaterial ||
  987. material.lights ) {
  988. // the current material requires lighting info
  989. // note: all lighting uniforms are always set correctly
  990. // they simply reference the renderer's state for their
  991. // values
  992. //
  993. // use the current material's .needsUpdate flags to set
  994. // the GL state when required
  995. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  996. }
  997. // refresh uniforms common to several materials
  998. if ( fog && material.fog ) {
  999. refreshUniformsFog( m_uniforms, fog );
  1000. }
  1001. if ( material instanceof THREE.MeshBasicMaterial ||
  1002. material instanceof THREE.MeshLambertMaterial ||
  1003. material instanceof THREE.MeshPhongMaterial ||
  1004. material instanceof THREE.MeshStandardMaterial ) {
  1005. refreshUniformsCommon( m_uniforms, material );
  1006. }
  1007. // refresh single material specific uniforms
  1008. if ( material instanceof THREE.LineBasicMaterial ) {
  1009. refreshUniformsLine( m_uniforms, material );
  1010. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1011. refreshUniformsLine( m_uniforms, material );
  1012. refreshUniformsDash( m_uniforms, material );
  1013. } else if ( material instanceof THREE.PointsMaterial ) {
  1014. refreshUniformsPoints( m_uniforms, material );
  1015. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1016. refreshUniformsPhong( m_uniforms, material );
  1017. } else if ( material instanceof THREE.MeshStandardMaterial ) {
  1018. refreshUniformsStandard( m_uniforms, material );
  1019. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1020. m_uniforms.mNear.value = camera.near;
  1021. m_uniforms.mFar.value = camera.far;
  1022. m_uniforms.opacity.value = material.opacity;
  1023. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1024. m_uniforms.opacity.value = material.opacity;
  1025. }
  1026. if ( shadowMap.enabled ) {
  1027. if ( object.receiveShadow && ! material._shadowPass ) {
  1028. refreshUniformsShadow( m_uniforms, camera );
  1029. }
  1030. }
  1031. // load common uniforms
  1032. loadUniformsGeneric( materialProperties.uniformsList );
  1033. }
  1034. loadUniformsMatrices( p_uniforms, object );
  1035. if ( p_uniforms.modelMatrix !== undefined ) {
  1036. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1037. }
  1038. if ( materialProperties.hasDynamicUniforms === true ) {
  1039. updateDynamicUniforms( materialProperties.uniformsList, object, camera );
  1040. }
  1041. return program;
  1042. }
  1043. function updateDynamicUniforms ( uniforms, object, camera ) {
  1044. var dynamicUniforms = [];
  1045. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1046. var uniform = uniforms[ j ][ 0 ];
  1047. var onUpdateCallback = uniform.onUpdateCallback;
  1048. if ( onUpdateCallback !== undefined ) {
  1049. onUpdateCallback.bind( uniform )( object, camera );
  1050. dynamicUniforms.push( uniforms[ j ] );
  1051. }
  1052. }
  1053. loadUniformsGeneric( dynamicUniforms );
  1054. }
  1055. // Uniforms (refresh uniforms objects)
  1056. function refreshUniformsCommon ( uniforms, material ) {
  1057. uniforms.opacity.value = material.opacity;
  1058. uniforms.diffuse.value = material.color;
  1059. if ( material.emissive ) {
  1060. uniforms.emissive.value = material.emissive;
  1061. }
  1062. uniforms.map.value = material.map;
  1063. uniforms.specularMap.value = material.specularMap;
  1064. uniforms.alphaMap.value = material.alphaMap;
  1065. if ( material.aoMap ) {
  1066. uniforms.aoMap.value = material.aoMap;
  1067. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1068. }
  1069. // uv repeat and offset setting priorities
  1070. // 1. color map
  1071. // 2. specular map
  1072. // 3. normal map
  1073. // 4. bump map
  1074. // 5. alpha map
  1075. // 6. emissive map
  1076. var uvScaleMap;
  1077. if ( material.map ) {
  1078. uvScaleMap = material.map;
  1079. } else if ( material.specularMap ) {
  1080. uvScaleMap = material.specularMap;
  1081. } else if ( material.displacementMap ) {
  1082. uvScaleMap = material.displacementMap;
  1083. } else if ( material.normalMap ) {
  1084. uvScaleMap = material.normalMap;
  1085. } else if ( material.bumpMap ) {
  1086. uvScaleMap = material.bumpMap;
  1087. } else if ( material.roughnessMap ) {
  1088. uvScaleMap = material.roughnessMap;
  1089. } else if ( material.metalnessMap ) {
  1090. uvScaleMap = material.metalnessMap;
  1091. } else if ( material.alphaMap ) {
  1092. uvScaleMap = material.alphaMap;
  1093. } else if ( material.emissiveMap ) {
  1094. uvScaleMap = material.emissiveMap;
  1095. }
  1096. if ( uvScaleMap !== undefined ) {
  1097. if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) uvScaleMap = uvScaleMap.texture;
  1098. var offset = uvScaleMap.offset;
  1099. var repeat = uvScaleMap.repeat;
  1100. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1101. }
  1102. uniforms.envMap.value = material.envMap;
  1103. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1104. uniforms.reflectivity.value = material.reflectivity;
  1105. uniforms.refractionRatio.value = material.refractionRatio;
  1106. }
  1107. function refreshUniformsLine ( uniforms, material ) {
  1108. uniforms.diffuse.value = material.color;
  1109. uniforms.opacity.value = material.opacity;
  1110. }
  1111. function refreshUniformsDash ( uniforms, material ) {
  1112. uniforms.dashSize.value = material.dashSize;
  1113. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1114. uniforms.scale.value = material.scale;
  1115. }
  1116. function refreshUniformsPoints ( uniforms, material ) {
  1117. uniforms.psColor.value = material.color;
  1118. uniforms.opacity.value = material.opacity;
  1119. uniforms.size.value = material.size * pixelRatio;
  1120. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1121. uniforms.map.value = material.map;
  1122. if ( material.map !== null ) {
  1123. var offset = material.map.offset;
  1124. var repeat = material.map.repeat;
  1125. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1126. }
  1127. }
  1128. function refreshUniformsFog ( uniforms, fog ) {
  1129. uniforms.fogColor.value = fog.color;
  1130. if ( fog instanceof THREE.Fog ) {
  1131. uniforms.fogNear.value = fog.near;
  1132. uniforms.fogFar.value = fog.far;
  1133. } else if ( fog instanceof THREE.FogExp2 ) {
  1134. uniforms.fogDensity.value = fog.density;
  1135. }
  1136. }
  1137. function refreshUniformsPhong ( uniforms, material ) {
  1138. uniforms.specular.value = material.specular;
  1139. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1140. if ( material.lightMap ) {
  1141. uniforms.lightMap.value = material.lightMap;
  1142. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1143. }
  1144. if ( material.emissiveMap ) {
  1145. uniforms.emissiveMap.value = material.emissiveMap;
  1146. }
  1147. if ( material.bumpMap ) {
  1148. uniforms.bumpMap.value = material.bumpMap;
  1149. uniforms.bumpScale.value = material.bumpScale;
  1150. }
  1151. if ( material.normalMap ) {
  1152. uniforms.normalMap.value = material.normalMap;
  1153. uniforms.normalScale.value.copy( material.normalScale );
  1154. }
  1155. if ( material.displacementMap ) {
  1156. uniforms.displacementMap.value = material.displacementMap;
  1157. uniforms.displacementScale.value = material.displacementScale;
  1158. uniforms.displacementBias.value = material.displacementBias;
  1159. }
  1160. }
  1161. function refreshUniformsStandard ( uniforms, material ) {
  1162. uniforms.roughness.value = material.roughness;
  1163. uniforms.metalness.value = material.metalness;
  1164. if ( material.roughnessMap ) {
  1165. uniforms.roughnessMap.value = material.roughnessMap;
  1166. }
  1167. if ( material.metalnessMap ) {
  1168. uniforms.metalnessMap.value = material.metalnessMap;
  1169. }
  1170. if ( material.lightMap ) {
  1171. uniforms.lightMap.value = material.lightMap;
  1172. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1173. }
  1174. if ( material.emissiveMap ) {
  1175. uniforms.emissiveMap.value = material.emissiveMap;
  1176. }
  1177. if ( material.bumpMap ) {
  1178. uniforms.bumpMap.value = material.bumpMap;
  1179. uniforms.bumpScale.value = material.bumpScale;
  1180. }
  1181. if ( material.normalMap ) {
  1182. uniforms.normalMap.value = material.normalMap;
  1183. uniforms.normalScale.value.copy( material.normalScale );
  1184. }
  1185. if ( material.displacementMap ) {
  1186. uniforms.displacementMap.value = material.displacementMap;
  1187. uniforms.displacementScale.value = material.displacementScale;
  1188. uniforms.displacementBias.value = material.displacementBias;
  1189. }
  1190. if ( material.envMap ) {
  1191. //uniforms.envMap.value = material.envMap; // part of uniforms common
  1192. uniforms.envMapIntensity.value = material.envMapIntensity;
  1193. }
  1194. }
  1195. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1196. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1197. uniforms.ambientLightColor.needsUpdate = value;
  1198. uniforms.directionalLights.needsUpdate = value;
  1199. uniforms.pointLights.needsUpdate = value;
  1200. uniforms.spotLights.needsUpdate = value;
  1201. uniforms.hemisphereLights.needsUpdate = value;
  1202. }
  1203. function refreshUniformsShadow ( uniforms, camera ) {
  1204. if ( uniforms.shadowMatrix ) {
  1205. var shadows = _lights.shadows;
  1206. for ( var i = 0, l = shadows.length; i < l; i ++ ) {
  1207. var light = shadows[ i ];
  1208. var shadow = light.shadow;
  1209. if ( light instanceof THREE.PointLight ) {
  1210. // for point lights we set the shadow matrix to be a translation-only matrix
  1211. // equal to inverse of the light's position
  1212. _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
  1213. shadow.matrix.identity().setPosition( _vector3 );
  1214. // for point lights we set the sign of the shadowDarkness uniform to be negative
  1215. uniforms.shadowDarkness.value[ i ] = - shadow.darkness;
  1216. } else {
  1217. uniforms.shadowDarkness.value[ i ] = shadow.darkness;
  1218. }
  1219. uniforms.shadowBias.value[ i ] = shadow.bias;
  1220. uniforms.shadowMap.value[ i ] = shadow.map;
  1221. uniforms.shadowMapSize.value[ i ] = shadow.mapSize;
  1222. uniforms.shadowMatrix.value[ i ] = shadow.matrix;
  1223. }
  1224. }
  1225. }
  1226. // Uniforms (load to GPU)
  1227. function loadUniformsMatrices ( uniforms, object ) {
  1228. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1229. if ( uniforms.normalMatrix ) {
  1230. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1231. }
  1232. }
  1233. function getTextureUnit() {
  1234. var textureUnit = _usedTextureUnits;
  1235. if ( textureUnit >= capabilities.maxTextures ) {
  1236. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  1237. }
  1238. _usedTextureUnits += 1;
  1239. return textureUnit;
  1240. }
  1241. function loadUniformsGeneric ( uniforms ) {
  1242. var texture, textureUnit;
  1243. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1244. var uniform = uniforms[ j ][ 0 ];
  1245. // needsUpdate property is not added to all uniforms.
  1246. if ( uniform.needsUpdate === false ) continue;
  1247. var type = uniform.type;
  1248. var value = uniform.value;
  1249. var location = uniforms[ j ][ 1 ];
  1250. switch ( type ) {
  1251. case '1i':
  1252. _gl.uniform1i( location, value );
  1253. break;
  1254. case '1f':
  1255. _gl.uniform1f( location, value );
  1256. break;
  1257. case '2f':
  1258. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1259. break;
  1260. case '3f':
  1261. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1262. break;
  1263. case '4f':
  1264. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1265. break;
  1266. case '1iv':
  1267. _gl.uniform1iv( location, value );
  1268. break;
  1269. case '3iv':
  1270. _gl.uniform3iv( location, value );
  1271. break;
  1272. case '1fv':
  1273. _gl.uniform1fv( location, value );
  1274. break;
  1275. case '2fv':
  1276. _gl.uniform2fv( location, value );
  1277. break;
  1278. case '3fv':
  1279. _gl.uniform3fv( location, value );
  1280. break;
  1281. case '4fv':
  1282. _gl.uniform4fv( location, value );
  1283. break;
  1284. case 'Matrix2fv':
  1285. _gl.uniformMatrix2fv( location, false, value );
  1286. break;
  1287. case 'Matrix3fv':
  1288. _gl.uniformMatrix3fv( location, false, value );
  1289. break;
  1290. case 'Matrix4fv':
  1291. _gl.uniformMatrix4fv( location, false, value );
  1292. break;
  1293. //
  1294. case 'i':
  1295. // single integer
  1296. _gl.uniform1i( location, value );
  1297. break;
  1298. case 'f':
  1299. // single float
  1300. _gl.uniform1f( location, value );
  1301. break;
  1302. case 'v2':
  1303. // single THREE.Vector2
  1304. _gl.uniform2f( location, value.x, value.y );
  1305. break;
  1306. case 'v3':
  1307. // single THREE.Vector3
  1308. _gl.uniform3f( location, value.x, value.y, value.z );
  1309. break;
  1310. case 'v4':
  1311. // single THREE.Vector4
  1312. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1313. break;
  1314. case 'c':
  1315. // single THREE.Color
  1316. _gl.uniform3f( location, value.r, value.g, value.b );
  1317. break;
  1318. /*
  1319. case 's':
  1320. // TODO: Optimize this.
  1321. for( var propertyName in uniform.properties ) {
  1322. var property = uniform.properties[ propertyName ];
  1323. var locationProperty = location[ propertyName ];
  1324. var valueProperty = value[ propertyName ];
  1325. switch( property.type ) {
  1326. case 'i':
  1327. _gl.uniform1i( locationProperty, valueProperty );
  1328. break;
  1329. case 'f':
  1330. _gl.uniform1f( locationProperty, valueProperty );
  1331. break;
  1332. case 'v2':
  1333. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1334. break;
  1335. case 'v3':
  1336. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1337. break;
  1338. case 'v4':
  1339. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1340. break;
  1341. case 'c':
  1342. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1343. break;
  1344. };
  1345. }
  1346. break;
  1347. */
  1348. case 'sa':
  1349. // TODO: Optimize this.
  1350. for ( var i = 0; i < value.length; i ++ ) {
  1351. for ( var propertyName in uniform.properties ) {
  1352. var property = uniform.properties[ propertyName ];
  1353. var locationProperty = location[ i ][ propertyName ];
  1354. var valueProperty = value[ i ][ propertyName ];
  1355. switch ( property.type ) {
  1356. case 'i':
  1357. _gl.uniform1i( locationProperty, valueProperty );
  1358. break;
  1359. case 'f':
  1360. _gl.uniform1f( locationProperty, valueProperty );
  1361. break;
  1362. case 'v2':
  1363. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1364. break;
  1365. case 'v3':
  1366. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1367. break;
  1368. case 'v4':
  1369. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1370. break;
  1371. case 'c':
  1372. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1373. break;
  1374. };
  1375. }
  1376. }
  1377. break;
  1378. case 'iv1':
  1379. // flat array of integers (JS or typed array)
  1380. _gl.uniform1iv( location, value );
  1381. break;
  1382. case 'iv':
  1383. // flat array of integers with 3 x N size (JS or typed array)
  1384. _gl.uniform3iv( location, value );
  1385. break;
  1386. case 'fv1':
  1387. // flat array of floats (JS or typed array)
  1388. _gl.uniform1fv( location, value );
  1389. break;
  1390. case 'fv':
  1391. // flat array of floats with 3 x N size (JS or typed array)
  1392. _gl.uniform3fv( location, value );
  1393. break;
  1394. case 'v2v':
  1395. // array of THREE.Vector2
  1396. if ( uniform._array === undefined ) {
  1397. uniform._array = new Float32Array( 2 * value.length );
  1398. }
  1399. for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
  1400. uniform._array[ i2 + 0 ] = value[ i ].x;
  1401. uniform._array[ i2 + 1 ] = value[ i ].y;
  1402. }
  1403. _gl.uniform2fv( location, uniform._array );
  1404. break;
  1405. case 'v3v':
  1406. // array of THREE.Vector3
  1407. if ( uniform._array === undefined ) {
  1408. uniform._array = new Float32Array( 3 * value.length );
  1409. }
  1410. for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
  1411. uniform._array[ i3 + 0 ] = value[ i ].x;
  1412. uniform._array[ i3 + 1 ] = value[ i ].y;
  1413. uniform._array[ i3 + 2 ] = value[ i ].z;
  1414. }
  1415. _gl.uniform3fv( location, uniform._array );
  1416. break;
  1417. case 'v4v':
  1418. // array of THREE.Vector4
  1419. if ( uniform._array === undefined ) {
  1420. uniform._array = new Float32Array( 4 * value.length );
  1421. }
  1422. for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
  1423. uniform._array[ i4 + 0 ] = value[ i ].x;
  1424. uniform._array[ i4 + 1 ] = value[ i ].y;
  1425. uniform._array[ i4 + 2 ] = value[ i ].z;
  1426. uniform._array[ i4 + 3 ] = value[ i ].w;
  1427. }
  1428. _gl.uniform4fv( location, uniform._array );
  1429. break;
  1430. case 'm2':
  1431. // single THREE.Matrix2
  1432. _gl.uniformMatrix2fv( location, false, value.elements );
  1433. break;
  1434. case 'm3':
  1435. // single THREE.Matrix3
  1436. _gl.uniformMatrix3fv( location, false, value.elements );
  1437. break;
  1438. case 'm3v':
  1439. // array of THREE.Matrix3
  1440. if ( uniform._array === undefined ) {
  1441. uniform._array = new Float32Array( 9 * value.length );
  1442. }
  1443. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1444. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1445. }
  1446. _gl.uniformMatrix3fv( location, false, uniform._array );
  1447. break;
  1448. case 'm4':
  1449. // single THREE.Matrix4
  1450. _gl.uniformMatrix4fv( location, false, value.elements );
  1451. break;
  1452. case 'm4v':
  1453. // array of THREE.Matrix4
  1454. if ( uniform._array === undefined ) {
  1455. uniform._array = new Float32Array( 16 * value.length );
  1456. }
  1457. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1458. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1459. }
  1460. _gl.uniformMatrix4fv( location, false, uniform._array );
  1461. break;
  1462. case 't':
  1463. // single THREE.Texture (2d or cube)
  1464. texture = value;
  1465. textureUnit = getTextureUnit();
  1466. _gl.uniform1i( location, textureUnit );
  1467. if ( ! texture ) continue;
  1468. if ( texture instanceof THREE.CubeTexture ||
  1469. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1470. // CompressedTexture can have Array in image :/
  1471. setCubeTexture( texture, textureUnit );
  1472. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1473. setCubeTextureDynamic( texture.texture, textureUnit );
  1474. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1475. _this.setTexture( texture.texture, textureUnit );
  1476. } else {
  1477. _this.setTexture( texture, textureUnit );
  1478. }
  1479. break;
  1480. case 'tv':
  1481. // array of THREE.Texture (2d or cube)
  1482. if ( uniform._array === undefined ) {
  1483. uniform._array = [];
  1484. }
  1485. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1486. uniform._array[ i ] = getTextureUnit();
  1487. }
  1488. _gl.uniform1iv( location, uniform._array );
  1489. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1490. texture = uniform.value[ i ];
  1491. textureUnit = uniform._array[ i ];
  1492. if ( ! texture ) continue;
  1493. if ( texture instanceof THREE.CubeTexture ||
  1494. ( texture.image instanceof Array && texture.image.length === 6 ) ) {
  1495. // CompressedTexture can have Array in image :/
  1496. setCubeTexture( texture, textureUnit );
  1497. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1498. _this.setTexture( texture.texture, textureUnit );
  1499. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1500. setCubeTextureDynamic( texture.texture, textureUnit );
  1501. } else {
  1502. _this.setTexture( texture, textureUnit );
  1503. }
  1504. }
  1505. break;
  1506. default:
  1507. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1508. }
  1509. }
  1510. }
  1511. function setupLights ( lights, camera ) {
  1512. var l, ll, light,
  1513. r = 0, g = 0, b = 0,
  1514. color,
  1515. intensity,
  1516. distance,
  1517. viewMatrix = camera.matrixWorldInverse,
  1518. directionalLength = 0,
  1519. pointLength = 0,
  1520. spotLength = 0,
  1521. hemiLength = 0,
  1522. shadowsLength = 0;
  1523. _lights.shadowsPointLight = 0;
  1524. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1525. light = lights[ l ];
  1526. color = light.color;
  1527. intensity = light.intensity;
  1528. distance = light.distance;
  1529. if ( light instanceof THREE.AmbientLight ) {
  1530. r += color.r;
  1531. g += color.g;
  1532. b += color.b;
  1533. } else if ( light instanceof THREE.DirectionalLight ) {
  1534. var uniforms = lightCache.get( light );
  1535. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1536. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1537. uniforms.direction.sub( _vector3 );
  1538. uniforms.direction.transformDirection( viewMatrix );
  1539. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1540. if ( light.castShadow ) {
  1541. uniforms.shadow = shadowsLength;
  1542. _lights.shadows[ shadowsLength ++ ] = light;
  1543. } else {
  1544. uniforms.shadow = - 1;
  1545. }
  1546. _lights.directional[ directionalLength ++ ] = uniforms;
  1547. } else if ( light instanceof THREE.PointLight ) {
  1548. var uniforms = lightCache.get( light );
  1549. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1550. uniforms.position.applyMatrix4( viewMatrix );
  1551. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1552. uniforms.distance = light.distance;
  1553. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1554. if ( light.castShadow ) {
  1555. uniforms.shadow = shadowsLength;
  1556. _lights.shadows[ shadowsLength ++ ] = light;
  1557. _lights.shadowsPointLight ++;
  1558. } else {
  1559. uniforms.shadow = - 1;
  1560. }
  1561. _lights.point[ pointLength ++ ] = uniforms;
  1562. } else if ( light instanceof THREE.SpotLight ) {
  1563. var uniforms = lightCache.get( light );
  1564. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1565. uniforms.position.applyMatrix4( viewMatrix );
  1566. uniforms.color.copy( color ).multiplyScalar( intensity );
  1567. uniforms.distance = distance;
  1568. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1569. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1570. uniforms.direction.sub( _vector3 );
  1571. uniforms.direction.transformDirection( viewMatrix );
  1572. uniforms.angleCos = Math.cos( light.angle );
  1573. uniforms.exponent = light.exponent;
  1574. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1575. if ( light.castShadow ) {
  1576. uniforms.shadow = shadowsLength;
  1577. _lights.shadows[ shadowsLength ++ ] = light;
  1578. } else {
  1579. uniforms.shadow = - 1;
  1580. }
  1581. _lights.spot[ spotLength ++ ] = uniforms;
  1582. } else if ( light instanceof THREE.HemisphereLight ) {
  1583. var uniforms = lightCache.get( light );
  1584. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1585. uniforms.direction.transformDirection( viewMatrix );
  1586. uniforms.direction.normalize();
  1587. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  1588. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  1589. _lights.hemi[ hemiLength ++ ] = uniforms;
  1590. }
  1591. }
  1592. _lights.ambient[ 0 ] = r;
  1593. _lights.ambient[ 1 ] = g;
  1594. _lights.ambient[ 2 ] = b;
  1595. _lights.directional.length = directionalLength;
  1596. _lights.point.length = pointLength;
  1597. _lights.spot.length = spotLength;
  1598. _lights.hemi.length = hemiLength;
  1599. _lights.shadows.length = shadowsLength;
  1600. _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + shadowsLength;
  1601. }
  1602. // GL state setting
  1603. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1604. if ( cullFace === THREE.CullFaceNone ) {
  1605. state.disable( _gl.CULL_FACE );
  1606. } else {
  1607. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1608. _gl.frontFace( _gl.CW );
  1609. } else {
  1610. _gl.frontFace( _gl.CCW );
  1611. }
  1612. if ( cullFace === THREE.CullFaceBack ) {
  1613. _gl.cullFace( _gl.BACK );
  1614. } else if ( cullFace === THREE.CullFaceFront ) {
  1615. _gl.cullFace( _gl.FRONT );
  1616. } else {
  1617. _gl.cullFace( _gl.FRONT_AND_BACK );
  1618. }
  1619. state.enable( _gl.CULL_FACE );
  1620. }
  1621. };
  1622. // Textures
  1623. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1624. var extension;
  1625. if ( isImagePowerOfTwo ) {
  1626. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1627. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1628. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1629. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1630. } else {
  1631. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1632. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1633. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1634. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
  1635. }
  1636. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1637. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1638. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1639. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
  1640. }
  1641. }
  1642. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1643. if ( extension ) {
  1644. if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  1645. if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  1646. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1647. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1648. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1649. }
  1650. }
  1651. }
  1652. function uploadTexture( textureProperties, texture, slot ) {
  1653. if ( textureProperties.__webglInit === undefined ) {
  1654. textureProperties.__webglInit = true;
  1655. texture.addEventListener( 'dispose', onTextureDispose );
  1656. textureProperties.__webglTexture = _gl.createTexture();
  1657. _infoMemory.textures ++;
  1658. }
  1659. state.activeTexture( _gl.TEXTURE0 + slot );
  1660. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1661. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1662. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1663. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1664. texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  1665. if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false ) {
  1666. texture.image = makePowerOfTwo( texture.image );
  1667. }
  1668. var image = texture.image,
  1669. isImagePowerOfTwo = isPowerOfTwo( image ),
  1670. glFormat = paramThreeToGL( texture.format ),
  1671. glType = paramThreeToGL( texture.type );
  1672. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1673. var mipmap, mipmaps = texture.mipmaps;
  1674. if ( texture instanceof THREE.DataTexture ) {
  1675. // use manually created mipmaps if available
  1676. // if there are no manual mipmaps
  1677. // set 0 level mipmap and then use GL to generate other mipmap levels
  1678. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1679. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1680. mipmap = mipmaps[ i ];
  1681. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1682. }
  1683. texture.generateMipmaps = false;
  1684. } else {
  1685. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1686. }
  1687. } else if ( texture instanceof THREE.CompressedTexture ) {
  1688. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1689. mipmap = mipmaps[ i ];
  1690. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1691. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1692. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1693. } else {
  1694. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1695. }
  1696. } else {
  1697. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1698. }
  1699. }
  1700. } else {
  1701. // regular Texture (image, video, canvas)
  1702. // use manually created mipmaps if available
  1703. // if there are no manual mipmaps
  1704. // set 0 level mipmap and then use GL to generate other mipmap levels
  1705. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1706. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1707. mipmap = mipmaps[ i ];
  1708. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1709. }
  1710. texture.generateMipmaps = false;
  1711. } else {
  1712. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1713. }
  1714. }
  1715. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1716. textureProperties.__version = texture.version;
  1717. if ( texture.onUpdate ) texture.onUpdate( texture );
  1718. }
  1719. this.setTexture = function ( texture, slot ) {
  1720. var textureProperties = properties.get( texture );
  1721. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1722. var image = texture.image;
  1723. if ( image === undefined ) {
  1724. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1725. return;
  1726. }
  1727. if ( image.complete === false ) {
  1728. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1729. return;
  1730. }
  1731. uploadTexture( textureProperties, texture, slot );
  1732. return;
  1733. }
  1734. state.activeTexture( _gl.TEXTURE0 + slot );
  1735. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1736. };
  1737. function clampToMaxSize ( image, maxSize ) {
  1738. if ( image.width > maxSize || image.height > maxSize ) {
  1739. // Warning: Scaling through the canvas will only work with images that use
  1740. // premultiplied alpha.
  1741. var scale = maxSize / Math.max( image.width, image.height );
  1742. var canvas = document.createElement( 'canvas' );
  1743. canvas.width = Math.floor( image.width * scale );
  1744. canvas.height = Math.floor( image.height * scale );
  1745. var context = canvas.getContext( '2d' );
  1746. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1747. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1748. return canvas;
  1749. }
  1750. return image;
  1751. }
  1752. function isPowerOfTwo( image ) {
  1753. return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
  1754. }
  1755. function textureNeedsPowerOfTwo( texture ) {
  1756. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
  1757. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;
  1758. return false;
  1759. }
  1760. function makePowerOfTwo( image ) {
  1761. if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
  1762. var canvas = document.createElement( 'canvas' );
  1763. canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
  1764. canvas.height = THREE.Math.nearestPowerOfTwo( image.height );
  1765. var context = canvas.getContext( '2d' );
  1766. context.drawImage( image, 0, 0, canvas.width, canvas.height );
  1767. console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1768. return canvas;
  1769. }
  1770. return image;
  1771. }
  1772. function setCubeTexture ( texture, slot ) {
  1773. var textureProperties = properties.get( texture );
  1774. if ( texture.image.length === 6 ) {
  1775. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1776. if ( ! textureProperties.__image__webglTextureCube ) {
  1777. texture.addEventListener( 'dispose', onTextureDispose );
  1778. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1779. _infoMemory.textures ++;
  1780. }
  1781. state.activeTexture( _gl.TEXTURE0 + slot );
  1782. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1783. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1784. var isCompressed = texture instanceof THREE.CompressedTexture;
  1785. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1786. var cubeImage = [];
  1787. for ( var i = 0; i < 6; i ++ ) {
  1788. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1789. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  1790. } else {
  1791. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1792. }
  1793. }
  1794. var image = cubeImage[ 0 ],
  1795. isImagePowerOfTwo = isPowerOfTwo( image ),
  1796. glFormat = paramThreeToGL( texture.format ),
  1797. glType = paramThreeToGL( texture.type );
  1798. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1799. for ( var i = 0; i < 6; i ++ ) {
  1800. if ( ! isCompressed ) {
  1801. if ( isDataTexture ) {
  1802. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1803. } else {
  1804. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1805. }
  1806. } else {
  1807. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1808. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1809. mipmap = mipmaps[ j ];
  1810. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1811. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1812. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1813. } else {
  1814. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1815. }
  1816. } else {
  1817. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1818. }
  1819. }
  1820. }
  1821. }
  1822. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1823. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1824. }
  1825. textureProperties.__version = texture.version;
  1826. if ( texture.onUpdate ) texture.onUpdate( texture );
  1827. } else {
  1828. state.activeTexture( _gl.TEXTURE0 + slot );
  1829. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1830. }
  1831. }
  1832. }
  1833. function setCubeTextureDynamic ( texture, slot ) {
  1834. state.activeTexture( _gl.TEXTURE0 + slot );
  1835. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1836. }
  1837. // Render targets
  1838. // Setup storage for target texture and bind it to correct framebuffer
  1839. function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) {
  1840. var glFormat = paramThreeToGL( renderTarget.texture.format );
  1841. var glType = paramThreeToGL( renderTarget.texture.type );
  1842. state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1843. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1844. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  1845. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1846. }
  1847. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  1848. function setupRenderBufferStorage ( renderbuffer, renderTarget ) {
  1849. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1850. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1851. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1852. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1853. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1854. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1855. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1856. } else {
  1857. // FIXME: We don't support !depth !stencil
  1858. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1859. }
  1860. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1861. }
  1862. // Setup GL resources for a non-texture depth buffer
  1863. function setupDepthRenderbuffer( renderTarget ) {
  1864. var renderTargetProperties = properties.get( renderTarget );
  1865. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1866. if ( isCube ) {
  1867. renderTargetProperties.__webglDepthbuffer = [];
  1868. for ( var i = 0; i < 6; i ++ ) {
  1869. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  1870. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  1871. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  1872. }
  1873. } else {
  1874. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  1875. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  1876. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  1877. }
  1878. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1879. }
  1880. // Set up GL resources for the render target
  1881. function setupRenderTarget( renderTarget ) {
  1882. var renderTargetProperties = properties.get( renderTarget );
  1883. var textureProperties = properties.get( renderTarget.texture );
  1884. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1885. textureProperties.__webglTexture = _gl.createTexture();
  1886. _infoMemory.textures ++;
  1887. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1888. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
  1889. var glFormat = paramThreeToGL( renderTarget.texture.format );
  1890. var glType = paramThreeToGL( renderTarget.texture.type );
  1891. // Setup framebuffer
  1892. if ( isCube ) {
  1893. renderTargetProperties.__webglFramebuffer = [];
  1894. for ( var i = 0; i < 6; i ++ ) {
  1895. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1896. }
  1897. } else {
  1898. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1899. }
  1900. // Setup color buffer
  1901. if ( isCube ) {
  1902. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  1903. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  1904. for ( var i = 0; i < 6; i ++ ) {
  1905. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1906. }
  1907. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1908. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1909. } else {
  1910. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1911. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  1912. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  1913. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1914. state.bindTexture( _gl.TEXTURE_2D, null );
  1915. }
  1916. // Setup depth and stencil buffers
  1917. if ( renderTarget.depthBuffer ) {
  1918. setupDepthRenderbuffer( renderTarget );
  1919. }
  1920. }
  1921. this.setRenderTarget = function ( renderTarget ) {
  1922. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1923. setupRenderTarget( renderTarget );
  1924. }
  1925. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1926. var framebuffer, width, height, vx, vy;
  1927. if ( renderTarget ) {
  1928. var renderTargetProperties = properties.get( renderTarget );
  1929. if ( isCube ) {
  1930. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1931. } else {
  1932. framebuffer = renderTargetProperties.__webglFramebuffer;
  1933. }
  1934. width = renderTarget.width;
  1935. height = renderTarget.height;
  1936. vx = 0;
  1937. vy = 0;
  1938. } else {
  1939. framebuffer = null;
  1940. width = _viewportWidth;
  1941. height = _viewportHeight;
  1942. vx = _viewportX;
  1943. vy = _viewportY;
  1944. }
  1945. if ( framebuffer !== _currentFramebuffer ) {
  1946. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1947. _gl.viewport( vx, vy, width, height );
  1948. _currentFramebuffer = framebuffer;
  1949. }
  1950. if ( isCube ) {
  1951. var textureProperties = properties.get( renderTarget.texture );
  1952. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
  1953. }
  1954. _currentWidth = width;
  1955. _currentHeight = height;
  1956. };
  1957. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  1958. if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
  1959. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1960. return;
  1961. }
  1962. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1963. if ( framebuffer ) {
  1964. var restore = false;
  1965. if ( framebuffer !== _currentFramebuffer ) {
  1966. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1967. restore = true;
  1968. }
  1969. try {
  1970. var texture = renderTarget.texture;
  1971. if ( texture.format !== THREE.RGBAFormat
  1972. && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1973. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1974. return;
  1975. }
  1976. if ( texture.type !== THREE.UnsignedByteType
  1977. && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
  1978. && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
  1979. && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
  1980. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1981. return;
  1982. }
  1983. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1984. _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
  1985. } else {
  1986. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1987. }
  1988. } finally {
  1989. if ( restore ) {
  1990. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1991. }
  1992. }
  1993. }
  1994. };
  1995. function updateRenderTargetMipmap( renderTarget ) {
  1996. var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  1997. var texture = properties.get( renderTarget.texture ).__webglTexture;
  1998. state.bindTexture( target, texture );
  1999. _gl.generateMipmap( target );
  2000. state.bindTexture( target, null );
  2001. }
  2002. // Fallback filters for non-power-of-2 textures
  2003. function filterFallback ( f ) {
  2004. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  2005. return _gl.NEAREST;
  2006. }
  2007. return _gl.LINEAR;
  2008. }
  2009. // Map three.js constants to WebGL constants
  2010. function paramThreeToGL ( p ) {
  2011. var extension;
  2012. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  2013. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  2014. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  2015. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  2016. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  2017. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  2018. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  2019. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  2020. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  2021. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  2022. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  2023. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  2024. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  2025. if ( p === THREE.ByteType ) return _gl.BYTE;
  2026. if ( p === THREE.ShortType ) return _gl.SHORT;
  2027. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  2028. if ( p === THREE.IntType ) return _gl.INT;
  2029. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  2030. if ( p === THREE.FloatType ) return _gl.FLOAT;
  2031. extension = extensions.get( 'OES_texture_half_float' );
  2032. if ( extension !== null ) {
  2033. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  2034. }
  2035. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  2036. if ( p === THREE.RGBFormat ) return _gl.RGB;
  2037. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2038. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2039. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2040. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2041. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2042. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2043. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2044. if ( p === THREE.OneFactor ) return _gl.ONE;
  2045. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2046. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2047. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2048. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2049. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2050. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2051. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2052. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2053. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2054. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2055. if ( extension !== null ) {
  2056. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2057. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2058. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2059. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2060. }
  2061. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2062. if ( extension !== null ) {
  2063. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2064. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2065. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2066. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2067. }
  2068. extension = extensions.get( 'EXT_blend_minmax' );
  2069. if ( extension !== null ) {
  2070. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2071. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2072. }
  2073. return 0;
  2074. }
  2075. };