WebGLRenderer3.js 8.0 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. *
  4. * parameters = {
  5. * canvas: canvas,
  6. * contextAttributes: {
  7. * alpha: true,
  8. * depth: true,
  9. * stencil: false,
  10. * antialias: true,
  11. * premultipliedAlpha: true,
  12. * preserveDrawingBuffer: false
  13. * }
  14. * }
  15. *
  16. */
  17. THREE.WebGLRenderer3 = function ( parameters ) {
  18. console.log( 'THREE.WebGLRenderer3', THREE.REVISION );
  19. parameters = parameters || {};
  20. var canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' );
  21. var devicePixelRatio = parameters.devicePixelRatio !== undefined
  22. ? parameters.devicePixelRatio
  23. : window.devicePixelRatio !== undefined
  24. ? window.devicePixelRatio
  25. : 1;
  26. var gl;
  27. try {
  28. var attributes = parameters.contextAttributes || {}
  29. gl = canvas.getContext( 'webgl', attributes ) || canvas.getContext( 'experimental-webgl', attributes );
  30. } catch ( exception ) {
  31. console.error( exception );
  32. }
  33. var precision = 'highp';
  34. var extensions = {};
  35. if ( gl !== null ) {
  36. extensions.element_index_uint = gl.getExtension( 'OES_element_index_uint' );
  37. extensions.texture_float = gl.getExtension( 'OES_texture_float' );
  38. extensions.standard_derivatives = gl.getExtension( 'OES_standard_derivatives' );
  39. extensions.texture_filter_anisotropic = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  40. extensions.compressed_texture_s3tc = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  41. gl.clearColor( 0, 0, 0, 1 );
  42. gl.clearDepth( 1 );
  43. gl.clearStencil( 0 );
  44. gl.enable( gl.DEPTH_TEST );
  45. gl.depthFunc( gl.LEQUAL );
  46. gl.enable( gl.CULL_FACE );
  47. gl.frontFace( gl.CCW );
  48. gl.cullFace( gl.BACK );
  49. gl.enable( gl.BLEND );
  50. gl.blendEquation( gl.FUNC_ADD );
  51. gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
  52. gl.clearColor( 0, 0, 0, 1 );
  53. }
  54. var clearColor = new THREE.Color( 0x000000 );
  55. var clearAlpha = 1;
  56. //
  57. var modelViewMatrix = new THREE.Matrix4();
  58. // buffers
  59. var buffers = {};
  60. var getBuffer = function ( geometry ) {
  61. if ( buffers[ geometry.id ] !== undefined ) {
  62. return buffers[ geometry.id ];
  63. }
  64. var vertices = geometry.vertices;
  65. var faces = geometry.faces;
  66. //
  67. var positions = [];
  68. var addPosition = function ( position ) {
  69. positions.push( position.x, position.y, position.z );
  70. }
  71. var colors = [];
  72. var addColor = function ( color ) {
  73. colors.push( color.r, color.g, color.b );
  74. }
  75. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  76. var face = faces[ i ];
  77. addPosition( vertices[ face.a ] );
  78. addPosition( vertices[ face.b ] );
  79. addPosition( vertices[ face.c ] );
  80. addColor( new THREE.Color( 0xffffff * Math.random() ) );
  81. addColor( new THREE.Color( 0xffffff * Math.random() ) );
  82. addColor( new THREE.Color( 0xffffff * Math.random() ) );
  83. if ( face instanceof THREE.Face4 ) {
  84. addPosition( vertices[ face.a ] );
  85. addPosition( vertices[ face.c ] );
  86. addPosition( vertices[ face.d ] );
  87. addColor( new THREE.Color( 0xffffff * Math.random() ) );
  88. addColor( new THREE.Color( 0xffffff * Math.random() ) );
  89. addColor( new THREE.Color( 0xffffff * Math.random() ) );
  90. }
  91. }
  92. var buffer = {
  93. positions: gl.createBuffer(),
  94. colors: gl.createBuffer(),
  95. count: positions.length / 3
  96. };
  97. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  98. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions ), gl.STATIC_DRAW );
  99. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.colors );
  100. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( colors ), gl.STATIC_DRAW );
  101. buffers[ geometry.id ] = buffer;
  102. return buffer;
  103. };
  104. // programs
  105. var programs = {};
  106. var getProgram = function ( material ) {
  107. if ( programs[ material.id ] !== undefined ) {
  108. return programs[ material.id ];
  109. }
  110. var program = gl.createProgram();
  111. var vertexShader = [
  112. 'precision ' + precision + ' float;',
  113. 'attribute vec3 position;',
  114. 'attribute vec3 color;',
  115. 'uniform mat4 modelViewMatrix;',
  116. 'uniform mat4 projectionMatrix;',
  117. 'varying vec3 vColor;',
  118. 'void main() {',
  119. ' vColor = color;',
  120. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  121. '}'
  122. ].join( '\n' );
  123. var fragmentShader = [
  124. 'precision ' + precision + ' float;',
  125. 'varying vec3 vColor;',
  126. 'void main() {',
  127. ' gl_FragColor = vec4(vColor,1);',
  128. '}'
  129. ].join( '\n' );
  130. gl.attachShader( program, createShader( gl.VERTEX_SHADER, vertexShader ) );
  131. gl.attachShader( program, createShader( gl.FRAGMENT_SHADER, fragmentShader ) );
  132. gl.linkProgram( program );
  133. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === true ) {
  134. programs[ material.id ] = program;
  135. } else {
  136. programs[ material.id ] = null;
  137. console.error( 'VALIDATE_STATUS: ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) );
  138. console.error( 'GL_ERROR: ' + gl.getError() );
  139. }
  140. return program;
  141. };
  142. var createShader = function ( type, string ) {
  143. var shader = gl.createShader( type );
  144. gl.shaderSource( shader, string );
  145. gl.compileShader( shader );
  146. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === true ) {
  147. // console.log( string );
  148. } else {
  149. console.error( gl.getShaderInfoLog( shader ), string );
  150. return null;
  151. }
  152. return shader;
  153. };
  154. this.domElement = canvas;
  155. this.extensions = extensions;
  156. this.setClearColor = function ( color, alpha ) {
  157. clearColor.set( color );
  158. clearAlpha = alpha !== undefined ? alpha : 1;
  159. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  160. };
  161. this.setSize = function ( width, height, updateStyle ) {
  162. canvas.width = width;
  163. canvas.height = height;
  164. if ( devicePixelRatio !== 1 && updateStyle !== false ) {
  165. canvas.style.width = width + 'px';
  166. canvas.style.height = height + 'px';
  167. }
  168. gl.viewport( 0, 0, canvas.width, canvas.height );
  169. };
  170. this.clear = function ( color, depth, stencil ) {
  171. var bits = 0;
  172. if ( color === undefined || color ) bits |= gl.COLOR_BUFFER_BIT;
  173. if ( depth === undefined || depth ) bits |= gl.DEPTH_BUFFER_BIT;
  174. if ( stencil === undefined || stencil ) bits |= gl.STENCIL_BUFFER_BIT;
  175. gl.clear( bits );
  176. };
  177. this.render = function ( scene, camera ) {
  178. if ( this.autoClear === true ) this.clear();
  179. scene.updateMatrixWorld();
  180. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  181. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  182. var currentBuffer, currentProgram;
  183. var locations = {};
  184. for ( var i = 0, l = scene.children.length; i < l; i ++ ) {
  185. var object = scene.children[ i ];
  186. if ( object.visible === false ) continue;
  187. if ( object instanceof THREE.Mesh ) {
  188. var program = getProgram( object.material );
  189. if ( program !== currentProgram ) {
  190. gl.useProgram( program );
  191. locations.modelViewMatrix = gl.getUniformLocation( program, 'modelViewMatrix' );
  192. locations.projectionMatrix = gl.getUniformLocation( program, 'projectionMatrix' );
  193. locations.position = gl.getAttribLocation( program, 'position' );
  194. locations.color = gl.getAttribLocation( program, 'color' );
  195. gl.uniformMatrix4fv( locations.projectionMatrix, false, camera.projectionMatrix.elements );
  196. currentProgram = program;
  197. }
  198. var buffer = getBuffer( object.geometry );
  199. if ( buffer !== currentBuffer ) {
  200. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  201. gl.enableVertexAttribArray( locations.position );
  202. gl.vertexAttribPointer( locations.position, 3, gl.FLOAT, false, 0, 0 );
  203. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.colors );
  204. gl.enableVertexAttribArray( locations.color );
  205. gl.vertexAttribPointer( locations.color, 3, gl.FLOAT, false, 0, 0 );
  206. currentBuffer = buffer;
  207. }
  208. modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  209. gl.uniformMatrix4fv( locations.modelViewMatrix, false, modelViewMatrix.elements );
  210. gl.drawArrays( gl.TRIANGLES, 0, buffer.count );
  211. }
  212. }
  213. };
  214. };