WebGLRenderer.js 82 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. _direction = new THREE.Vector3(),
  72. _lightsNeedUpdate = true,
  73. _lights = {
  74. ambient: [ 0, 0, 0 ],
  75. directional: { length: 0, colors: [], positions: [] },
  76. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  77. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  78. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  79. },
  80. // info
  81. _infoMemory = {
  82. geometries: 0,
  83. textures: 0
  84. },
  85. _infoRender = {
  86. calls: 0,
  87. vertices: 0,
  88. faces: 0,
  89. points: 0
  90. };
  91. this.info = {
  92. render: _infoRender,
  93. memory: _infoMemory,
  94. programs: null
  95. };
  96. // initialize
  97. var _gl;
  98. try {
  99. var attributes = {
  100. alpha: _alpha,
  101. depth: _depth,
  102. stencil: _stencil,
  103. antialias: _antialias,
  104. premultipliedAlpha: _premultipliedAlpha,
  105. preserveDrawingBuffer: _preserveDrawingBuffer
  106. };
  107. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  108. if ( _gl === null ) {
  109. if ( _canvas.getContext( 'webgl' ) !== null ) {
  110. throw 'Error creating WebGL context with your selected attributes.';
  111. } else {
  112. throw 'Error creating WebGL context.';
  113. }
  114. }
  115. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  116. } catch ( error ) {
  117. console.error( 'THREE.WebGLRenderer: ' + error );
  118. }
  119. var extensions = new THREE.WebGLExtensions( _gl );
  120. extensions.get( 'OES_texture_float' );
  121. extensions.get( 'OES_texture_float_linear' );
  122. extensions.get( 'OES_texture_half_float' );
  123. extensions.get( 'OES_texture_half_float_linear' );
  124. extensions.get( 'OES_standard_derivatives' );
  125. extensions.get( 'ANGLE_instanced_arrays' );
  126. if ( extensions.get( 'OES_element_index_uint' ) ) {
  127. THREE.BufferGeometry.MaxIndex = 4294967296;
  128. }
  129. var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
  130. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  131. var properties = new THREE.WebGLProperties();
  132. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  133. var programCache = new THREE.WebGLPrograms( this, capabilities );
  134. this.info.programs = programCache.programs;
  135. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  136. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  137. //
  138. function glClearColor( r, g, b, a ) {
  139. if ( _premultipliedAlpha === true ) {
  140. r *= a; g *= a; b *= a;
  141. }
  142. _gl.clearColor( r, g, b, a );
  143. }
  144. function setDefaultGLState() {
  145. state.init();
  146. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  147. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  148. }
  149. function resetGLState() {
  150. _currentProgram = null;
  151. _currentCamera = null;
  152. _currentGeometryProgram = '';
  153. _currentMaterialId = - 1;
  154. _lightsNeedUpdate = true;
  155. state.reset();
  156. }
  157. setDefaultGLState();
  158. this.context = _gl;
  159. this.capabilities = capabilities;
  160. this.extensions = extensions;
  161. this.state = state;
  162. // shadow map
  163. var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
  164. this.shadowMap = shadowMap;
  165. // Plugins
  166. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  167. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  168. // API
  169. this.getContext = function () {
  170. return _gl;
  171. };
  172. this.getContextAttributes = function () {
  173. return _gl.getContextAttributes();
  174. };
  175. this.forceContextLoss = function () {
  176. extensions.get( 'WEBGL_lose_context' ).loseContext();
  177. };
  178. this.getMaxAnisotropy = ( function () {
  179. var value;
  180. return function getMaxAnisotropy() {
  181. if ( value !== undefined ) return value;
  182. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  183. if ( extension !== null ) {
  184. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  185. } else {
  186. value = 0;
  187. }
  188. return value;
  189. }
  190. } )();
  191. this.getPrecision = function () {
  192. return capabilities.precision;
  193. };
  194. this.getPixelRatio = function () {
  195. return pixelRatio;
  196. };
  197. this.setPixelRatio = function ( value ) {
  198. if ( value !== undefined ) pixelRatio = value;
  199. };
  200. this.getSize = function () {
  201. return {
  202. width: _width,
  203. height: _height
  204. };
  205. };
  206. this.setSize = function ( width, height, updateStyle ) {
  207. _width = width;
  208. _height = height;
  209. _canvas.width = width * pixelRatio;
  210. _canvas.height = height * pixelRatio;
  211. if ( updateStyle !== false ) {
  212. _canvas.style.width = width + 'px';
  213. _canvas.style.height = height + 'px';
  214. }
  215. this.setViewport( 0, 0, width, height );
  216. };
  217. this.setViewport = function ( x, y, width, height ) {
  218. _viewportX = x * pixelRatio;
  219. _viewportY = y * pixelRatio;
  220. _viewportWidth = width * pixelRatio;
  221. _viewportHeight = height * pixelRatio;
  222. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  223. };
  224. this.getViewport = function ( dimensions ) {
  225. dimensions.x = _viewportX / pixelRatio;
  226. dimensions.y = _viewportY / pixelRatio;
  227. dimensions.z = _viewportWidth / pixelRatio;
  228. dimensions.w = _viewportHeight / pixelRatio;
  229. };
  230. this.setScissor = function ( x, y, width, height ) {
  231. _gl.scissor(
  232. x * pixelRatio,
  233. y * pixelRatio,
  234. width * pixelRatio,
  235. height * pixelRatio
  236. );
  237. };
  238. this.enableScissorTest = function ( boolean ) {
  239. state.setScissorTest( boolean );
  240. };
  241. // Clearing
  242. this.getClearColor = function () {
  243. return _clearColor;
  244. };
  245. this.setClearColor = function ( color, alpha ) {
  246. _clearColor.set( color );
  247. _clearAlpha = alpha !== undefined ? alpha : 1;
  248. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  249. };
  250. this.getClearAlpha = function () {
  251. return _clearAlpha;
  252. };
  253. this.setClearAlpha = function ( alpha ) {
  254. _clearAlpha = alpha;
  255. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  256. };
  257. this.clear = function ( color, depth, stencil ) {
  258. var bits = 0;
  259. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  260. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  261. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  262. _gl.clear( bits );
  263. };
  264. this.clearColor = function () {
  265. _gl.clear( _gl.COLOR_BUFFER_BIT );
  266. };
  267. this.clearDepth = function () {
  268. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  269. };
  270. this.clearStencil = function () {
  271. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  272. };
  273. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  274. this.setRenderTarget( renderTarget );
  275. this.clear( color, depth, stencil );
  276. };
  277. // Reset
  278. this.resetGLState = resetGLState;
  279. this.dispose = function() {
  280. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  281. };
  282. // Events
  283. function onContextLost( event ) {
  284. event.preventDefault();
  285. resetGLState();
  286. setDefaultGLState();
  287. properties.clear();
  288. };
  289. function onTextureDispose( event ) {
  290. var texture = event.target;
  291. texture.removeEventListener( 'dispose', onTextureDispose );
  292. deallocateTexture( texture );
  293. _infoMemory.textures --;
  294. }
  295. function onRenderTargetDispose( event ) {
  296. var renderTarget = event.target;
  297. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  298. deallocateRenderTarget( renderTarget );
  299. _infoMemory.textures --;
  300. }
  301. function onMaterialDispose( event ) {
  302. var material = event.target;
  303. material.removeEventListener( 'dispose', onMaterialDispose );
  304. deallocateMaterial( material );
  305. }
  306. // Buffer deallocation
  307. function deallocateTexture( texture ) {
  308. var textureProperties = properties.get( texture );
  309. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  310. // cube texture
  311. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  312. } else {
  313. // 2D texture
  314. if ( textureProperties.__webglInit === undefined ) return;
  315. _gl.deleteTexture( textureProperties.__webglTexture );
  316. }
  317. // remove all webgl properties
  318. properties.delete( texture );
  319. }
  320. function deallocateRenderTarget( renderTarget ) {
  321. var renderTargetProperties = properties.get( renderTarget );
  322. var textureProperties = properties.get( renderTarget.texture );
  323. if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
  324. _gl.deleteTexture( textureProperties.__webglTexture );
  325. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  326. for ( var i = 0; i < 6; i ++ ) {
  327. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  328. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  329. }
  330. } else {
  331. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  332. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  333. }
  334. properties.delete( renderTarget.texture );
  335. properties.delete( renderTarget );
  336. }
  337. function deallocateMaterial( material ) {
  338. releaseMaterialProgramReference( material );
  339. properties.delete( material );
  340. }
  341. function releaseMaterialProgramReference( material ) {
  342. var programInfo = properties.get( material ).program;
  343. material.program = undefined;
  344. if ( programInfo !== undefined ) {
  345. programCache.releaseProgram( programInfo );
  346. }
  347. }
  348. // Buffer rendering
  349. this.renderBufferImmediate = function ( object, program, material ) {
  350. state.initAttributes();
  351. var buffers = properties.get( object );
  352. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  353. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  354. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  355. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  356. var attributes = program.getAttributes();
  357. if ( object.hasPositions ) {
  358. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  359. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  360. state.enableAttribute( attributes.position );
  361. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  362. }
  363. if ( object.hasNormals ) {
  364. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  365. if ( material.type !== 'MeshPhongMaterial' && material.shading === THREE.FlatShading ) {
  366. for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  367. var array = object.normalArray;
  368. var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  369. var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  370. var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  371. array[ i + 0 ] = nx;
  372. array[ i + 1 ] = ny;
  373. array[ i + 2 ] = nz;
  374. array[ i + 3 ] = nx;
  375. array[ i + 4 ] = ny;
  376. array[ i + 5 ] = nz;
  377. array[ i + 6 ] = nx;
  378. array[ i + 7 ] = ny;
  379. array[ i + 8 ] = nz;
  380. }
  381. }
  382. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  383. state.enableAttribute( attributes.normal );
  384. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  385. }
  386. if ( object.hasUvs && material.map ) {
  387. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  388. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  389. state.enableAttribute( attributes.uv );
  390. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  391. }
  392. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  393. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  394. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  395. state.enableAttribute( attributes.color );
  396. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  397. }
  398. state.disableUnusedAttributes();
  399. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  400. object.count = 0;
  401. };
  402. this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object, group ) {
  403. setMaterial( material );
  404. var program = setProgram( camera, lights, fog, material, object );
  405. var updateBuffers = false;
  406. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  407. if ( geometryProgram !== _currentGeometryProgram ) {
  408. _currentGeometryProgram = geometryProgram;
  409. updateBuffers = true;
  410. }
  411. // morph targets
  412. var morphTargetInfluences = object.morphTargetInfluences;
  413. if ( morphTargetInfluences !== undefined ) {
  414. var activeInfluences = [];
  415. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  416. var influence = morphTargetInfluences[ i ];
  417. activeInfluences.push( [ influence, i ] );
  418. }
  419. activeInfluences.sort( numericalSort );
  420. if ( activeInfluences.length > 8 ) {
  421. activeInfluences.length = 8;
  422. }
  423. var morphAttributes = geometry.morphAttributes;
  424. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  425. var influence = activeInfluences[ i ];
  426. morphInfluences[ i ] = influence[ 0 ];
  427. if ( influence[ 0 ] !== 0 ) {
  428. var index = influence[ 1 ];
  429. if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  430. if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  431. } else {
  432. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  433. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  434. }
  435. }
  436. var uniforms = program.getUniforms();
  437. if ( uniforms.morphTargetInfluences !== null ) {
  438. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  439. }
  440. updateBuffers = true;
  441. }
  442. //
  443. var index = geometry.index;
  444. var position = geometry.attributes.position;
  445. if ( material.wireframe === true ) {
  446. index = objects.getWireframeAttribute( geometry );
  447. }
  448. var renderer;
  449. if ( index !== null ) {
  450. renderer = indexedBufferRenderer;
  451. renderer.setIndex( index );
  452. } else {
  453. renderer = bufferRenderer;
  454. }
  455. if ( updateBuffers ) {
  456. setupVertexAttributes( material, program, geometry );
  457. if ( index !== null ) {
  458. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  459. }
  460. }
  461. if ( group === null ) {
  462. var count;
  463. if ( index !== null ) {
  464. count = index.array.length;
  465. } else {
  466. count = position.count;
  467. }
  468. var drawRange = geometry.drawRange;
  469. group = {
  470. start: drawRange.start,
  471. count: Math.min( drawRange.count, count )
  472. };
  473. }
  474. if ( object instanceof THREE.Mesh ) {
  475. if ( material.wireframe === true ) {
  476. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  477. renderer.setMode( _gl.LINES );
  478. } else {
  479. renderer.setMode( _gl.TRIANGLES );
  480. }
  481. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  482. renderer.renderInstances( geometry );
  483. } else {
  484. renderer.render( group.start, group.count );
  485. }
  486. } else if ( object instanceof THREE.Line ) {
  487. var lineWidth = material.linewidth;
  488. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  489. state.setLineWidth( lineWidth * pixelRatio );
  490. if ( object instanceof THREE.LineSegments ) {
  491. renderer.setMode( _gl.LINES );
  492. } else {
  493. renderer.setMode( _gl.LINE_STRIP );
  494. }
  495. renderer.render( group.start, group.count );
  496. } else if ( object instanceof THREE.Points ) {
  497. renderer.setMode( _gl.POINTS );
  498. renderer.render( group.start, group.count );
  499. }
  500. };
  501. function setupVertexAttributes( material, program, geometry, startIndex ) {
  502. var extension;
  503. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  504. extension = extensions.get( 'ANGLE_instanced_arrays' );
  505. if ( extension === null ) {
  506. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  507. return;
  508. }
  509. }
  510. if ( startIndex === undefined ) startIndex = 0;
  511. state.initAttributes();
  512. var geometryAttributes = geometry.attributes;
  513. var programAttributes = program.getAttributes();
  514. var materialDefaultAttributeValues = material.defaultAttributeValues;
  515. for ( var name in programAttributes ) {
  516. var programAttribute = programAttributes[ name ];
  517. if ( programAttribute >= 0 ) {
  518. var geometryAttribute = geometryAttributes[ name ];
  519. if ( geometryAttribute !== undefined ) {
  520. var size = geometryAttribute.itemSize;
  521. var buffer = objects.getAttributeBuffer( geometryAttribute );
  522. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  523. var data = geometryAttribute.data;
  524. var stride = data.stride;
  525. var offset = geometryAttribute.offset;
  526. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  527. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
  528. if ( geometry.maxInstancedCount === undefined ) {
  529. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  530. }
  531. } else {
  532. state.enableAttribute( programAttribute );
  533. }
  534. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  535. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  536. } else {
  537. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  538. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
  539. if ( geometry.maxInstancedCount === undefined ) {
  540. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  541. }
  542. } else {
  543. state.enableAttribute( programAttribute );
  544. }
  545. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  546. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  547. }
  548. } else if ( materialDefaultAttributeValues !== undefined ) {
  549. var value = materialDefaultAttributeValues[ name ];
  550. if ( value !== undefined ) {
  551. switch ( value.length ) {
  552. case 2:
  553. _gl.vertexAttrib2fv( programAttribute, value );
  554. break;
  555. case 3:
  556. _gl.vertexAttrib3fv( programAttribute, value );
  557. break;
  558. case 4:
  559. _gl.vertexAttrib4fv( programAttribute, value );
  560. break;
  561. default:
  562. _gl.vertexAttrib1fv( programAttribute, value );
  563. }
  564. }
  565. }
  566. }
  567. }
  568. state.disableUnusedAttributes();
  569. }
  570. // Sorting
  571. function numericalSort ( a, b ) {
  572. return b[ 0 ] - a[ 0 ];
  573. }
  574. function painterSortStable ( a, b ) {
  575. if ( a.object.renderOrder !== b.object.renderOrder ) {
  576. return a.object.renderOrder - b.object.renderOrder;
  577. } else if ( a.material.id !== b.material.id ) {
  578. return a.material.id - b.material.id;
  579. } else if ( a.z !== b.z ) {
  580. return a.z - b.z;
  581. } else {
  582. return a.id - b.id;
  583. }
  584. }
  585. function reversePainterSortStable ( a, b ) {
  586. if ( a.object.renderOrder !== b.object.renderOrder ) {
  587. return a.object.renderOrder - b.object.renderOrder;
  588. } if ( a.z !== b.z ) {
  589. return b.z - a.z;
  590. } else {
  591. return a.id - b.id;
  592. }
  593. }
  594. // Rendering
  595. this.render = function ( scene, camera, renderTarget, forceClear ) {
  596. if ( camera instanceof THREE.Camera === false ) {
  597. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  598. return;
  599. }
  600. var fog = scene.fog;
  601. // reset caching for this frame
  602. _currentGeometryProgram = '';
  603. _currentMaterialId = - 1;
  604. _currentCamera = null;
  605. _lightsNeedUpdate = true;
  606. // update scene graph
  607. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  608. // update camera matrices and frustum
  609. if ( camera.parent === null ) camera.updateMatrixWorld();
  610. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  611. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  612. _frustum.setFromMatrix( _projScreenMatrix );
  613. lights.length = 0;
  614. opaqueObjectsLastIndex = - 1;
  615. transparentObjectsLastIndex = - 1;
  616. sprites.length = 0;
  617. lensFlares.length = 0;
  618. projectObject( scene );
  619. opaqueObjects.length = opaqueObjectsLastIndex + 1;
  620. transparentObjects.length = transparentObjectsLastIndex + 1;
  621. if ( _this.sortObjects === true ) {
  622. opaqueObjects.sort( painterSortStable );
  623. transparentObjects.sort( reversePainterSortStable );
  624. }
  625. //
  626. shadowMap.render( scene );
  627. //
  628. _infoRender.calls = 0;
  629. _infoRender.vertices = 0;
  630. _infoRender.faces = 0;
  631. _infoRender.points = 0;
  632. this.setRenderTarget( renderTarget );
  633. if ( this.autoClear || forceClear ) {
  634. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  635. }
  636. //
  637. if ( scene.overrideMaterial ) {
  638. var overrideMaterial = scene.overrideMaterial;
  639. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  640. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  641. } else {
  642. // opaque pass (front-to-back order)
  643. state.setBlending( THREE.NoBlending );
  644. renderObjects( opaqueObjects, camera, lights, fog );
  645. // transparent pass (back-to-front order)
  646. renderObjects( transparentObjects, camera, lights, fog );
  647. }
  648. // custom render plugins (post pass)
  649. spritePlugin.render( scene, camera );
  650. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  651. // Generate mipmap if we're using any kind of mipmap filtering
  652. if ( renderTarget ) {
  653. var texture = renderTarget.texture;
  654. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
  655. if ( texture.generateMipmaps && isTargetPowerOfTwo && texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  656. updateRenderTargetMipmap( renderTarget );
  657. }
  658. }
  659. // Ensure depth buffer writing is enabled so it can be cleared on next render
  660. state.setDepthTest( true );
  661. state.setDepthWrite( true );
  662. state.setColorWrite( true );
  663. // _gl.finish();
  664. };
  665. function pushRenderItem( object, geometry, material, z, group ) {
  666. var array, index;
  667. // allocate the next position in the appropriate array
  668. if ( material.transparent ) {
  669. array = transparentObjects;
  670. index = ++ transparentObjectsLastIndex;
  671. } else {
  672. array = opaqueObjects;
  673. index = ++ opaqueObjectsLastIndex;
  674. }
  675. // recycle existing render item or grow the array
  676. var renderItem = array[ index ];
  677. if ( renderItem !== undefined ) {
  678. renderItem.id = object.id;
  679. renderItem.object = object;
  680. renderItem.geometry = geometry;
  681. renderItem.material = material;
  682. renderItem.z = _vector3.z;
  683. renderItem.group = group;
  684. } else {
  685. renderItem = {
  686. id: object.id,
  687. object: object,
  688. geometry: geometry,
  689. material: material,
  690. z: _vector3.z,
  691. group: group
  692. };
  693. // assert( index === array.length );
  694. array.push( renderItem );
  695. }
  696. }
  697. function projectObject( object ) {
  698. if ( object.visible === false ) return;
  699. if ( object instanceof THREE.Light ) {
  700. lights.push( object );
  701. } else if ( object instanceof THREE.Sprite ) {
  702. sprites.push( object );
  703. } else if ( object instanceof THREE.LensFlare ) {
  704. lensFlares.push( object );
  705. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  706. if ( _this.sortObjects === true ) {
  707. _vector3.setFromMatrixPosition( object.matrixWorld );
  708. _vector3.applyProjection( _projScreenMatrix );
  709. }
  710. pushRenderItem( object, null, object.material, _vector3.z, null );
  711. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  712. if ( object instanceof THREE.SkinnedMesh ) {
  713. object.skeleton.update();
  714. }
  715. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  716. var material = object.material;
  717. if ( material.visible === true ) {
  718. if ( _this.sortObjects === true ) {
  719. _vector3.setFromMatrixPosition( object.matrixWorld );
  720. _vector3.applyProjection( _projScreenMatrix );
  721. }
  722. var geometry = objects.update( object );
  723. if ( material instanceof THREE.MeshFaceMaterial ) {
  724. var groups = geometry.groups;
  725. var materials = material.materials;
  726. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  727. var group = groups[ i ];
  728. var groupMaterial = materials[ group.materialIndex ];
  729. if ( groupMaterial.visible === true ) {
  730. pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  731. }
  732. }
  733. } else {
  734. pushRenderItem( object, geometry, material, _vector3.z, null );
  735. }
  736. }
  737. }
  738. }
  739. var children = object.children;
  740. for ( var i = 0, l = children.length; i < l; i ++ ) {
  741. projectObject( children[ i ] );
  742. }
  743. }
  744. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  745. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  746. var renderItem = renderList[ i ];
  747. var object = renderItem.object;
  748. var geometry = renderItem.geometry;
  749. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  750. var group = renderItem.group;
  751. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  752. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  753. if ( object instanceof THREE.ImmediateRenderObject ) {
  754. setMaterial( material );
  755. var program = setProgram( camera, lights, fog, material, object );
  756. _currentGeometryProgram = '';
  757. object.render( function ( object ) {
  758. _this.renderBufferImmediate( object, program, material );
  759. } );
  760. } else {
  761. _this.renderBufferDirect( camera, lights, fog, geometry, material, object, group );
  762. }
  763. }
  764. }
  765. function initMaterial( material, lights, fog, object ) {
  766. var materialProperties = properties.get( material );
  767. var parameters = programCache.getParameters( material, lights, fog, object );
  768. var code = programCache.getProgramCode( material, parameters );
  769. var program = materialProperties.program;
  770. var programChange = true;
  771. if ( program === undefined ) {
  772. // new material
  773. material.addEventListener( 'dispose', onMaterialDispose );
  774. } else if ( program.code !== code ) {
  775. // changed glsl or parameters
  776. releaseMaterialProgramReference( material );
  777. } else if ( parameters.shaderID !== undefined ) {
  778. // same glsl and uniform list
  779. return;
  780. } else {
  781. // only rebuild uniform list
  782. programChange = false;
  783. }
  784. if ( programChange ) {
  785. if ( parameters.shaderID ) {
  786. var shader = THREE.ShaderLib[ parameters.shaderID ];
  787. materialProperties.__webglShader = {
  788. name: material.type,
  789. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  790. vertexShader: shader.vertexShader,
  791. fragmentShader: shader.fragmentShader
  792. };
  793. } else {
  794. materialProperties.__webglShader = {
  795. name: material.type,
  796. uniforms: material.uniforms,
  797. vertexShader: material.vertexShader,
  798. fragmentShader: material.fragmentShader
  799. };
  800. }
  801. material.__webglShader = materialProperties.__webglShader;
  802. program = programCache.acquireProgram( material, parameters, code );
  803. materialProperties.program = program;
  804. material.program = program;
  805. }
  806. var attributes = program.getAttributes();
  807. if ( material.morphTargets ) {
  808. material.numSupportedMorphTargets = 0;
  809. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  810. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  811. material.numSupportedMorphTargets ++;
  812. }
  813. }
  814. }
  815. if ( material.morphNormals ) {
  816. material.numSupportedMorphNormals = 0;
  817. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  818. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  819. material.numSupportedMorphNormals ++;
  820. }
  821. }
  822. }
  823. materialProperties.uniformsList = [];
  824. var uniformLocations = materialProperties.program.getUniforms();
  825. for ( var u in materialProperties.__webglShader.uniforms ) {
  826. var location = uniformLocations[ u ];
  827. if ( location ) {
  828. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  829. }
  830. }
  831. }
  832. function setMaterial( material ) {
  833. setMaterialFaces( material );
  834. if ( material.transparent === true ) {
  835. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  836. } else {
  837. state.setBlending( THREE.NoBlending );
  838. }
  839. state.setDepthFunc( material.depthFunc );
  840. state.setDepthTest( material.depthTest );
  841. state.setDepthWrite( material.depthWrite );
  842. state.setColorWrite( material.colorWrite );
  843. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  844. }
  845. function setMaterialFaces( material ) {
  846. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  847. state.setFlipSided( material.side === THREE.BackSide );
  848. }
  849. function setProgram( camera, lights, fog, material, object ) {
  850. _usedTextureUnits = 0;
  851. var materialProperties = properties.get( material );
  852. if ( material.needsUpdate || ! materialProperties.program ) {
  853. initMaterial( material, lights, fog, object );
  854. material.needsUpdate = false;
  855. }
  856. var refreshProgram = false;
  857. var refreshMaterial = false;
  858. var refreshLights = false;
  859. var program = materialProperties.program,
  860. p_uniforms = program.getUniforms(),
  861. m_uniforms = materialProperties.__webglShader.uniforms;
  862. if ( program.id !== _currentProgram ) {
  863. _gl.useProgram( program.program );
  864. _currentProgram = program.id;
  865. refreshProgram = true;
  866. refreshMaterial = true;
  867. refreshLights = true;
  868. }
  869. if ( material.id !== _currentMaterialId ) {
  870. if ( _currentMaterialId === - 1 ) refreshLights = true;
  871. _currentMaterialId = material.id;
  872. refreshMaterial = true;
  873. }
  874. if ( refreshProgram || camera !== _currentCamera ) {
  875. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  876. if ( capabilities.logarithmicDepthBuffer ) {
  877. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  878. }
  879. if ( camera !== _currentCamera ) _currentCamera = camera;
  880. // load material specific uniforms
  881. // (shader material also gets them for the sake of genericity)
  882. if ( material instanceof THREE.ShaderMaterial ||
  883. material instanceof THREE.MeshPhongMaterial ||
  884. material.envMap ) {
  885. if ( p_uniforms.cameraPosition !== undefined ) {
  886. _vector3.setFromMatrixPosition( camera.matrixWorld );
  887. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  888. }
  889. }
  890. if ( material instanceof THREE.MeshPhongMaterial ||
  891. material instanceof THREE.MeshLambertMaterial ||
  892. material instanceof THREE.MeshBasicMaterial ||
  893. material instanceof THREE.ShaderMaterial ||
  894. material.skinning ) {
  895. if ( p_uniforms.viewMatrix !== undefined ) {
  896. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  897. }
  898. }
  899. }
  900. // skinning uniforms must be set even if material didn't change
  901. // auto-setting of texture unit for bone texture must go before other textures
  902. // not sure why, but otherwise weird things happen
  903. if ( material.skinning ) {
  904. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  905. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  906. }
  907. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  908. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  909. }
  910. if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  911. if ( p_uniforms.boneTexture !== undefined ) {
  912. var textureUnit = getTextureUnit();
  913. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  914. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  915. }
  916. if ( p_uniforms.boneTextureWidth !== undefined ) {
  917. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  918. }
  919. if ( p_uniforms.boneTextureHeight !== undefined ) {
  920. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  921. }
  922. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  923. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  924. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  925. }
  926. }
  927. }
  928. if ( refreshMaterial ) {
  929. // refresh uniforms common to several materials
  930. if ( fog && material.fog ) {
  931. refreshUniformsFog( m_uniforms, fog );
  932. }
  933. if ( material instanceof THREE.MeshPhongMaterial ||
  934. material instanceof THREE.MeshLambertMaterial ||
  935. material.lights ) {
  936. if ( _lightsNeedUpdate ) {
  937. refreshLights = true;
  938. setupLights( lights, camera );
  939. _lightsNeedUpdate = false;
  940. }
  941. if ( refreshLights ) {
  942. refreshUniformsLights( m_uniforms, _lights );
  943. markUniformsLightsNeedsUpdate( m_uniforms, true );
  944. } else {
  945. markUniformsLightsNeedsUpdate( m_uniforms, false );
  946. }
  947. }
  948. if ( material instanceof THREE.MeshBasicMaterial ||
  949. material instanceof THREE.MeshLambertMaterial ||
  950. material instanceof THREE.MeshPhongMaterial ) {
  951. refreshUniformsCommon( m_uniforms, material );
  952. }
  953. // refresh single material specific uniforms
  954. if ( material instanceof THREE.LineBasicMaterial ) {
  955. refreshUniformsLine( m_uniforms, material );
  956. } else if ( material instanceof THREE.LineDashedMaterial ) {
  957. refreshUniformsLine( m_uniforms, material );
  958. refreshUniformsDash( m_uniforms, material );
  959. } else if ( material instanceof THREE.PointsMaterial ) {
  960. refreshUniformsParticle( m_uniforms, material );
  961. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  962. refreshUniformsPhong( m_uniforms, material );
  963. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  964. m_uniforms.mNear.value = camera.near;
  965. m_uniforms.mFar.value = camera.far;
  966. m_uniforms.opacity.value = material.opacity;
  967. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  968. m_uniforms.opacity.value = material.opacity;
  969. }
  970. if ( object.receiveShadow && ! material._shadowPass ) {
  971. refreshUniformsShadow( m_uniforms, lights, camera );
  972. }
  973. // load common uniforms
  974. loadUniformsGeneric( materialProperties.uniformsList );
  975. }
  976. loadUniformsMatrices( p_uniforms, object );
  977. if ( p_uniforms.modelMatrix !== undefined ) {
  978. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  979. }
  980. return program;
  981. }
  982. // Uniforms (refresh uniforms objects)
  983. function refreshUniformsCommon ( uniforms, material ) {
  984. uniforms.opacity.value = material.opacity;
  985. uniforms.diffuse.value = material.color;
  986. if ( material.emissive ) {
  987. uniforms.emissive.value = material.emissive;
  988. }
  989. uniforms.map.value = material.map;
  990. uniforms.specularMap.value = material.specularMap;
  991. uniforms.alphaMap.value = material.alphaMap;
  992. if ( material.aoMap ) {
  993. uniforms.aoMap.value = material.aoMap;
  994. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  995. }
  996. // uv repeat and offset setting priorities
  997. // 1. color map
  998. // 2. specular map
  999. // 3. normal map
  1000. // 4. bump map
  1001. // 5. alpha map
  1002. // 6. emissive map
  1003. var uvScaleMap;
  1004. if ( material.map ) {
  1005. uvScaleMap = material.map;
  1006. } else if ( material.specularMap ) {
  1007. uvScaleMap = material.specularMap;
  1008. } else if ( material.displacementMap ) {
  1009. uvScaleMap = material.displacementMap;
  1010. } else if ( material.normalMap ) {
  1011. uvScaleMap = material.normalMap;
  1012. } else if ( material.bumpMap ) {
  1013. uvScaleMap = material.bumpMap;
  1014. } else if ( material.alphaMap ) {
  1015. uvScaleMap = material.alphaMap;
  1016. } else if ( material.emissiveMap ) {
  1017. uvScaleMap = material.emissiveMap;
  1018. }
  1019. if ( uvScaleMap !== undefined ) {
  1020. if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) uvScaleMap = uvScaleMap.texture;
  1021. var offset = uvScaleMap.offset;
  1022. var repeat = uvScaleMap.repeat;
  1023. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1024. }
  1025. uniforms.envMap.value = material.envMap;
  1026. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1027. uniforms.reflectivity.value = material.reflectivity;
  1028. uniforms.refractionRatio.value = material.refractionRatio;
  1029. }
  1030. function refreshUniformsLine ( uniforms, material ) {
  1031. uniforms.diffuse.value = material.color;
  1032. uniforms.opacity.value = material.opacity;
  1033. }
  1034. function refreshUniformsDash ( uniforms, material ) {
  1035. uniforms.dashSize.value = material.dashSize;
  1036. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1037. uniforms.scale.value = material.scale;
  1038. }
  1039. function refreshUniformsParticle ( uniforms, material ) {
  1040. uniforms.psColor.value = material.color;
  1041. uniforms.opacity.value = material.opacity;
  1042. uniforms.size.value = material.size;
  1043. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1044. uniforms.map.value = material.map;
  1045. if ( material.map !== null ) {
  1046. var offset = material.map.offset;
  1047. var repeat = material.map.repeat;
  1048. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1049. }
  1050. }
  1051. function refreshUniformsFog ( uniforms, fog ) {
  1052. uniforms.fogColor.value = fog.color;
  1053. if ( fog instanceof THREE.Fog ) {
  1054. uniforms.fogNear.value = fog.near;
  1055. uniforms.fogFar.value = fog.far;
  1056. } else if ( fog instanceof THREE.FogExp2 ) {
  1057. uniforms.fogDensity.value = fog.density;
  1058. }
  1059. }
  1060. function refreshUniformsPhong ( uniforms, material ) {
  1061. uniforms.specular.value = material.specular;
  1062. uniforms.shininess.value = material.shininess;
  1063. if ( material.lightMap ) {
  1064. uniforms.lightMap.value = material.lightMap;
  1065. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1066. }
  1067. if ( material.emissiveMap ) {
  1068. uniforms.emissiveMap.value = material.emissiveMap;
  1069. }
  1070. if ( material.bumpMap ) {
  1071. uniforms.bumpMap.value = material.bumpMap;
  1072. uniforms.bumpScale.value = material.bumpScale;
  1073. }
  1074. if ( material.normalMap ) {
  1075. uniforms.normalMap.value = material.normalMap;
  1076. uniforms.normalScale.value.copy( material.normalScale );
  1077. }
  1078. if ( material.displacementMap ) {
  1079. uniforms.displacementMap.value = material.displacementMap;
  1080. uniforms.displacementScale.value = material.displacementScale;
  1081. uniforms.displacementBias.value = material.displacementBias;
  1082. }
  1083. }
  1084. function refreshUniformsLights ( uniforms, lights ) {
  1085. uniforms.ambientLightColor.value = lights.ambient;
  1086. uniforms.directionalLightColor.value = lights.directional.colors;
  1087. uniforms.directionalLightDirection.value = lights.directional.positions;
  1088. uniforms.pointLightColor.value = lights.point.colors;
  1089. uniforms.pointLightPosition.value = lights.point.positions;
  1090. uniforms.pointLightDistance.value = lights.point.distances;
  1091. uniforms.pointLightDecay.value = lights.point.decays;
  1092. uniforms.spotLightColor.value = lights.spot.colors;
  1093. uniforms.spotLightPosition.value = lights.spot.positions;
  1094. uniforms.spotLightDistance.value = lights.spot.distances;
  1095. uniforms.spotLightDirection.value = lights.spot.directions;
  1096. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1097. uniforms.spotLightExponent.value = lights.spot.exponents;
  1098. uniforms.spotLightDecay.value = lights.spot.decays;
  1099. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1100. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1101. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1102. }
  1103. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1104. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1105. uniforms.ambientLightColor.needsUpdate = value;
  1106. uniforms.directionalLightColor.needsUpdate = value;
  1107. uniforms.directionalLightDirection.needsUpdate = value;
  1108. uniforms.pointLightColor.needsUpdate = value;
  1109. uniforms.pointLightPosition.needsUpdate = value;
  1110. uniforms.pointLightDistance.needsUpdate = value;
  1111. uniforms.pointLightDecay.needsUpdate = value;
  1112. uniforms.spotLightColor.needsUpdate = value;
  1113. uniforms.spotLightPosition.needsUpdate = value;
  1114. uniforms.spotLightDistance.needsUpdate = value;
  1115. uniforms.spotLightDirection.needsUpdate = value;
  1116. uniforms.spotLightAngleCos.needsUpdate = value;
  1117. uniforms.spotLightExponent.needsUpdate = value;
  1118. uniforms.spotLightDecay.needsUpdate = value;
  1119. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  1120. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  1121. uniforms.hemisphereLightDirection.needsUpdate = value;
  1122. }
  1123. function refreshUniformsShadow ( uniforms, lights, camera ) {
  1124. if ( uniforms.shadowMatrix ) {
  1125. var j = 0;
  1126. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1127. var light = lights[ i ];
  1128. if ( ! light.castShadow ) continue;
  1129. if ( light instanceof THREE.PointLight || light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {
  1130. if ( light instanceof THREE.PointLight ) {
  1131. // for point lights we set the sign of the shadowDarkness uniform to be negative
  1132. uniforms.shadowDarkness.value[ j ] = - light.shadowDarkness;
  1133. } else {
  1134. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1135. }
  1136. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1137. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1138. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1139. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1140. j ++;
  1141. }
  1142. }
  1143. }
  1144. }
  1145. // Uniforms (load to GPU)
  1146. function loadUniformsMatrices ( uniforms, object ) {
  1147. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1148. if ( uniforms.normalMatrix ) {
  1149. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1150. }
  1151. }
  1152. function getTextureUnit() {
  1153. var textureUnit = _usedTextureUnits;
  1154. if ( textureUnit >= capabilities.maxTextures ) {
  1155. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  1156. }
  1157. _usedTextureUnits += 1;
  1158. return textureUnit;
  1159. }
  1160. function loadUniformsGeneric ( uniforms ) {
  1161. var texture, textureUnit;
  1162. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1163. var uniform = uniforms[ j ][ 0 ];
  1164. // needsUpdate property is not added to all uniforms.
  1165. if ( uniform.needsUpdate === false ) continue;
  1166. var type = uniform.type;
  1167. var value = uniform.value;
  1168. var location = uniforms[ j ][ 1 ];
  1169. switch ( type ) {
  1170. case '1i':
  1171. _gl.uniform1i( location, value );
  1172. break;
  1173. case '1f':
  1174. _gl.uniform1f( location, value );
  1175. break;
  1176. case '2f':
  1177. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1178. break;
  1179. case '3f':
  1180. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1181. break;
  1182. case '4f':
  1183. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1184. break;
  1185. case '1iv':
  1186. _gl.uniform1iv( location, value );
  1187. break;
  1188. case '3iv':
  1189. _gl.uniform3iv( location, value );
  1190. break;
  1191. case '1fv':
  1192. _gl.uniform1fv( location, value );
  1193. break;
  1194. case '2fv':
  1195. _gl.uniform2fv( location, value );
  1196. break;
  1197. case '3fv':
  1198. _gl.uniform3fv( location, value );
  1199. break;
  1200. case '4fv':
  1201. _gl.uniform4fv( location, value );
  1202. break;
  1203. case 'Matrix3fv':
  1204. _gl.uniformMatrix3fv( location, false, value );
  1205. break;
  1206. case 'Matrix4fv':
  1207. _gl.uniformMatrix4fv( location, false, value );
  1208. break;
  1209. //
  1210. case 'i':
  1211. // single integer
  1212. _gl.uniform1i( location, value );
  1213. break;
  1214. case 'f':
  1215. // single float
  1216. _gl.uniform1f( location, value );
  1217. break;
  1218. case 'v2':
  1219. // single THREE.Vector2
  1220. _gl.uniform2f( location, value.x, value.y );
  1221. break;
  1222. case 'v3':
  1223. // single THREE.Vector3
  1224. _gl.uniform3f( location, value.x, value.y, value.z );
  1225. break;
  1226. case 'v4':
  1227. // single THREE.Vector4
  1228. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1229. break;
  1230. case 'c':
  1231. // single THREE.Color
  1232. _gl.uniform3f( location, value.r, value.g, value.b );
  1233. break;
  1234. case 'iv1':
  1235. // flat array of integers (JS or typed array)
  1236. _gl.uniform1iv( location, value );
  1237. break;
  1238. case 'iv':
  1239. // flat array of integers with 3 x N size (JS or typed array)
  1240. _gl.uniform3iv( location, value );
  1241. break;
  1242. case 'fv1':
  1243. // flat array of floats (JS or typed array)
  1244. _gl.uniform1fv( location, value );
  1245. break;
  1246. case 'fv':
  1247. // flat array of floats with 3 x N size (JS or typed array)
  1248. _gl.uniform3fv( location, value );
  1249. break;
  1250. case 'v2v':
  1251. // array of THREE.Vector2
  1252. if ( uniform._array === undefined ) {
  1253. uniform._array = new Float32Array( 2 * value.length );
  1254. }
  1255. for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
  1256. uniform._array[ i2 + 0 ] = value[ i ].x;
  1257. uniform._array[ i2 + 1 ] = value[ i ].y;
  1258. }
  1259. _gl.uniform2fv( location, uniform._array );
  1260. break;
  1261. case 'v3v':
  1262. // array of THREE.Vector3
  1263. if ( uniform._array === undefined ) {
  1264. uniform._array = new Float32Array( 3 * value.length );
  1265. }
  1266. for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
  1267. uniform._array[ i3 + 0 ] = value[ i ].x;
  1268. uniform._array[ i3 + 1 ] = value[ i ].y;
  1269. uniform._array[ i3 + 2 ] = value[ i ].z;
  1270. }
  1271. _gl.uniform3fv( location, uniform._array );
  1272. break;
  1273. case 'v4v':
  1274. // array of THREE.Vector4
  1275. if ( uniform._array === undefined ) {
  1276. uniform._array = new Float32Array( 4 * value.length );
  1277. }
  1278. for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
  1279. uniform._array[ i4 + 0 ] = value[ i ].x;
  1280. uniform._array[ i4 + 1 ] = value[ i ].y;
  1281. uniform._array[ i4 + 2 ] = value[ i ].z;
  1282. uniform._array[ i4 + 3 ] = value[ i ].w;
  1283. }
  1284. _gl.uniform4fv( location, uniform._array );
  1285. break;
  1286. case 'm3':
  1287. // single THREE.Matrix3
  1288. _gl.uniformMatrix3fv( location, false, value.elements );
  1289. break;
  1290. case 'm3v':
  1291. // array of THREE.Matrix3
  1292. if ( uniform._array === undefined ) {
  1293. uniform._array = new Float32Array( 9 * value.length );
  1294. }
  1295. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1296. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1297. }
  1298. _gl.uniformMatrix3fv( location, false, uniform._array );
  1299. break;
  1300. case 'm4':
  1301. // single THREE.Matrix4
  1302. _gl.uniformMatrix4fv( location, false, value.elements );
  1303. break;
  1304. case 'm4v':
  1305. // array of THREE.Matrix4
  1306. if ( uniform._array === undefined ) {
  1307. uniform._array = new Float32Array( 16 * value.length );
  1308. }
  1309. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1310. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1311. }
  1312. _gl.uniformMatrix4fv( location, false, uniform._array );
  1313. break;
  1314. case 't':
  1315. // single THREE.Texture (2d or cube)
  1316. texture = value;
  1317. textureUnit = getTextureUnit();
  1318. _gl.uniform1i( location, textureUnit );
  1319. if ( ! texture ) continue;
  1320. if ( texture instanceof THREE.CubeTexture ||
  1321. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1322. // CompressedTexture can have Array in image :/
  1323. setCubeTexture( texture, textureUnit );
  1324. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1325. setCubeTextureDynamic( texture.texture, textureUnit );
  1326. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1327. _this.setTexture( texture.texture, textureUnit );
  1328. } else {
  1329. _this.setTexture( texture, textureUnit );
  1330. }
  1331. break;
  1332. case 'tv':
  1333. // array of THREE.Texture (2d or cube)
  1334. if ( uniform._array === undefined ) {
  1335. uniform._array = [];
  1336. }
  1337. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1338. uniform._array[ i ] = getTextureUnit();
  1339. }
  1340. _gl.uniform1iv( location, uniform._array );
  1341. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1342. texture = uniform.value[ i ];
  1343. textureUnit = uniform._array[ i ];
  1344. if ( ! texture ) continue;
  1345. if ( texture instanceof THREE.CubeTexture ||
  1346. ( texture.image instanceof Array && texture.image.length === 6 ) ) {
  1347. // CompressedTexture can have Array in image :/
  1348. setCubeTexture( texture, textureUnit );
  1349. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1350. _this.setTexture( texture.texture, textureUnit );
  1351. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1352. setCubeTextureDynamic( texture.texture, textureUnit );
  1353. } else {
  1354. _this.setTexture( texture, textureUnit );
  1355. }
  1356. }
  1357. break;
  1358. default:
  1359. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1360. }
  1361. }
  1362. }
  1363. function setColorLinear( array, offset, color, intensity ) {
  1364. array[ offset + 0 ] = color.r * intensity;
  1365. array[ offset + 1 ] = color.g * intensity;
  1366. array[ offset + 2 ] = color.b * intensity;
  1367. }
  1368. function setupLights ( lights, camera ) {
  1369. var l, ll, light,
  1370. r = 0, g = 0, b = 0,
  1371. color, skyColor, groundColor,
  1372. intensity,
  1373. distance,
  1374. zlights = _lights,
  1375. viewMatrix = camera.matrixWorldInverse,
  1376. dirColors = zlights.directional.colors,
  1377. dirPositions = zlights.directional.positions,
  1378. pointColors = zlights.point.colors,
  1379. pointPositions = zlights.point.positions,
  1380. pointDistances = zlights.point.distances,
  1381. pointDecays = zlights.point.decays,
  1382. spotColors = zlights.spot.colors,
  1383. spotPositions = zlights.spot.positions,
  1384. spotDistances = zlights.spot.distances,
  1385. spotDirections = zlights.spot.directions,
  1386. spotAnglesCos = zlights.spot.anglesCos,
  1387. spotExponents = zlights.spot.exponents,
  1388. spotDecays = zlights.spot.decays,
  1389. hemiSkyColors = zlights.hemi.skyColors,
  1390. hemiGroundColors = zlights.hemi.groundColors,
  1391. hemiPositions = zlights.hemi.positions,
  1392. dirLength = 0,
  1393. pointLength = 0,
  1394. spotLength = 0,
  1395. hemiLength = 0,
  1396. dirCount = 0,
  1397. pointCount = 0,
  1398. spotCount = 0,
  1399. hemiCount = 0,
  1400. dirOffset = 0,
  1401. pointOffset = 0,
  1402. spotOffset = 0,
  1403. hemiOffset = 0;
  1404. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1405. light = lights[ l ];
  1406. if ( light.onlyShadow ) continue;
  1407. color = light.color;
  1408. intensity = light.intensity;
  1409. distance = light.distance;
  1410. if ( light instanceof THREE.AmbientLight ) {
  1411. if ( ! light.visible ) continue;
  1412. r += color.r;
  1413. g += color.g;
  1414. b += color.b;
  1415. } else if ( light instanceof THREE.DirectionalLight ) {
  1416. dirCount += 1;
  1417. if ( ! light.visible ) continue;
  1418. _direction.setFromMatrixPosition( light.matrixWorld );
  1419. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1420. _direction.sub( _vector3 );
  1421. _direction.transformDirection( viewMatrix );
  1422. dirOffset = dirLength * 3;
  1423. dirPositions[ dirOffset + 0 ] = _direction.x;
  1424. dirPositions[ dirOffset + 1 ] = _direction.y;
  1425. dirPositions[ dirOffset + 2 ] = _direction.z;
  1426. setColorLinear( dirColors, dirOffset, color, intensity );
  1427. dirLength += 1;
  1428. } else if ( light instanceof THREE.PointLight ) {
  1429. pointCount += 1;
  1430. if ( ! light.visible ) continue;
  1431. pointOffset = pointLength * 3;
  1432. setColorLinear( pointColors, pointOffset, color, intensity );
  1433. _vector3.setFromMatrixPosition( light.matrixWorld );
  1434. _vector3.applyMatrix4( viewMatrix );
  1435. pointPositions[ pointOffset + 0 ] = _vector3.x;
  1436. pointPositions[ pointOffset + 1 ] = _vector3.y;
  1437. pointPositions[ pointOffset + 2 ] = _vector3.z;
  1438. // distance is 0 if decay is 0, because there is no attenuation at all.
  1439. pointDistances[ pointLength ] = distance;
  1440. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1441. pointLength += 1;
  1442. } else if ( light instanceof THREE.SpotLight ) {
  1443. spotCount += 1;
  1444. if ( ! light.visible ) continue;
  1445. spotOffset = spotLength * 3;
  1446. setColorLinear( spotColors, spotOffset, color, intensity );
  1447. _direction.setFromMatrixPosition( light.matrixWorld );
  1448. _vector3.copy( _direction ).applyMatrix4( viewMatrix );
  1449. spotPositions[ spotOffset + 0 ] = _vector3.x;
  1450. spotPositions[ spotOffset + 1 ] = _vector3.y;
  1451. spotPositions[ spotOffset + 2 ] = _vector3.z;
  1452. spotDistances[ spotLength ] = distance;
  1453. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1454. _direction.sub( _vector3 );
  1455. _direction.transformDirection( viewMatrix );
  1456. spotDirections[ spotOffset + 0 ] = _direction.x;
  1457. spotDirections[ spotOffset + 1 ] = _direction.y;
  1458. spotDirections[ spotOffset + 2 ] = _direction.z;
  1459. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1460. spotExponents[ spotLength ] = light.exponent;
  1461. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1462. spotLength += 1;
  1463. } else if ( light instanceof THREE.HemisphereLight ) {
  1464. hemiCount += 1;
  1465. if ( ! light.visible ) continue;
  1466. _direction.setFromMatrixPosition( light.matrixWorld );
  1467. _direction.transformDirection( viewMatrix );
  1468. hemiOffset = hemiLength * 3;
  1469. hemiPositions[ hemiOffset + 0 ] = _direction.x;
  1470. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1471. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1472. skyColor = light.color;
  1473. groundColor = light.groundColor;
  1474. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1475. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1476. hemiLength += 1;
  1477. }
  1478. }
  1479. // null eventual remains from removed lights
  1480. // (this is to avoid if in shader)
  1481. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1482. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1483. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1484. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1485. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1486. zlights.directional.length = dirLength;
  1487. zlights.point.length = pointLength;
  1488. zlights.spot.length = spotLength;
  1489. zlights.hemi.length = hemiLength;
  1490. zlights.ambient[ 0 ] = r;
  1491. zlights.ambient[ 1 ] = g;
  1492. zlights.ambient[ 2 ] = b;
  1493. }
  1494. // GL state setting
  1495. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1496. if ( cullFace === THREE.CullFaceNone ) {
  1497. state.disable( _gl.CULL_FACE );
  1498. } else {
  1499. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1500. _gl.frontFace( _gl.CW );
  1501. } else {
  1502. _gl.frontFace( _gl.CCW );
  1503. }
  1504. if ( cullFace === THREE.CullFaceBack ) {
  1505. _gl.cullFace( _gl.BACK );
  1506. } else if ( cullFace === THREE.CullFaceFront ) {
  1507. _gl.cullFace( _gl.FRONT );
  1508. } else {
  1509. _gl.cullFace( _gl.FRONT_AND_BACK );
  1510. }
  1511. state.enable( _gl.CULL_FACE );
  1512. }
  1513. };
  1514. // Textures
  1515. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1516. var extension;
  1517. if ( isImagePowerOfTwo ) {
  1518. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1519. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1520. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1521. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1522. } else {
  1523. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1524. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1525. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1526. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  1527. }
  1528. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1529. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1530. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1531. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  1532. }
  1533. }
  1534. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1535. if ( extension ) {
  1536. if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  1537. if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  1538. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1539. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1540. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1541. }
  1542. }
  1543. }
  1544. function uploadTexture( textureProperties, texture, slot ) {
  1545. if ( textureProperties.__webglInit === undefined ) {
  1546. textureProperties.__webglInit = true;
  1547. texture.__webglInit = true;
  1548. texture.addEventListener( 'dispose', onTextureDispose );
  1549. textureProperties.__webglTexture = _gl.createTexture();
  1550. _infoMemory.textures ++;
  1551. }
  1552. state.activeTexture( _gl.TEXTURE0 + slot );
  1553. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1554. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1555. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1556. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1557. texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  1558. var image = texture.image;
  1559. var isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
  1560. var glFormat = paramThreeToGL( texture.format );
  1561. var glType = paramThreeToGL( texture.type );
  1562. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1563. var mipmap, mipmaps = texture.mipmaps;
  1564. if ( texture instanceof THREE.DataTexture ) {
  1565. // use manually created mipmaps if available
  1566. // if there are no manual mipmaps
  1567. // set 0 level mipmap and then use GL to generate other mipmap levels
  1568. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1569. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1570. mipmap = mipmaps[ i ];
  1571. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1572. }
  1573. texture.generateMipmaps = false;
  1574. } else {
  1575. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1576. }
  1577. } else if ( texture instanceof THREE.CompressedTexture ) {
  1578. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1579. mipmap = mipmaps[ i ];
  1580. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1581. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1582. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1583. } else {
  1584. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1585. }
  1586. } else {
  1587. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1588. }
  1589. }
  1590. } else {
  1591. // regular Texture (image, video, canvas)
  1592. // use manually created mipmaps if available
  1593. // if there are no manual mipmaps
  1594. // set 0 level mipmap and then use GL to generate other mipmap levels
  1595. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1596. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1597. mipmap = mipmaps[ i ];
  1598. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1599. }
  1600. texture.generateMipmaps = false;
  1601. } else {
  1602. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1603. }
  1604. }
  1605. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1606. textureProperties.__version = texture.version;
  1607. if ( texture.onUpdate ) texture.onUpdate( texture );
  1608. }
  1609. this.setTexture = function ( texture, slot ) {
  1610. var textureProperties = properties.get( texture );
  1611. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1612. var image = texture.image;
  1613. if ( image === undefined ) {
  1614. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1615. return;
  1616. }
  1617. if ( image.complete === false ) {
  1618. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1619. return;
  1620. }
  1621. uploadTexture( textureProperties, texture, slot );
  1622. return;
  1623. }
  1624. state.activeTexture( _gl.TEXTURE0 + slot );
  1625. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1626. };
  1627. function clampToMaxSize ( image, maxSize ) {
  1628. if ( image.width > maxSize || image.height > maxSize ) {
  1629. // Warning: Scaling through the canvas will only work with images that use
  1630. // premultiplied alpha.
  1631. var scale = maxSize / Math.max( image.width, image.height );
  1632. var canvas = document.createElement( 'canvas' );
  1633. canvas.width = Math.floor( image.width * scale );
  1634. canvas.height = Math.floor( image.height * scale );
  1635. var context = canvas.getContext( '2d' );
  1636. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1637. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1638. return canvas;
  1639. }
  1640. return image;
  1641. }
  1642. function setCubeTexture ( texture, slot ) {
  1643. var textureProperties = properties.get( texture );
  1644. if ( texture.image.length === 6 ) {
  1645. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1646. if ( ! textureProperties.__image__webglTextureCube ) {
  1647. texture.addEventListener( 'dispose', onTextureDispose );
  1648. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1649. _infoMemory.textures ++;
  1650. }
  1651. state.activeTexture( _gl.TEXTURE0 + slot );
  1652. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1653. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1654. var isCompressed = texture instanceof THREE.CompressedTexture;
  1655. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1656. var cubeImage = [];
  1657. for ( var i = 0; i < 6; i ++ ) {
  1658. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1659. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  1660. } else {
  1661. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1662. }
  1663. }
  1664. var image = cubeImage[ 0 ];
  1665. var isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
  1666. var glFormat = paramThreeToGL( texture.format );
  1667. var glType = paramThreeToGL( texture.type );
  1668. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1669. for ( var i = 0; i < 6; i ++ ) {
  1670. if ( ! isCompressed ) {
  1671. if ( isDataTexture ) {
  1672. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1673. } else {
  1674. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1675. }
  1676. } else {
  1677. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1678. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1679. mipmap = mipmaps[ j ];
  1680. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1681. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1682. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1683. } else {
  1684. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1685. }
  1686. } else {
  1687. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1688. }
  1689. }
  1690. }
  1691. }
  1692. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1693. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1694. }
  1695. textureProperties.__version = texture.version;
  1696. if ( texture.onUpdate ) texture.onUpdate( texture );
  1697. } else {
  1698. state.activeTexture( _gl.TEXTURE0 + slot );
  1699. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1700. }
  1701. }
  1702. }
  1703. function setCubeTextureDynamic ( texture, slot ) {
  1704. state.activeTexture( _gl.TEXTURE0 + slot );
  1705. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1706. }
  1707. // Render targets
  1708. // Setup storage for target texture and bind it to correct framebuffer
  1709. function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) {
  1710. var glFormat = paramThreeToGL( renderTarget.texture.format );
  1711. var glType = paramThreeToGL( renderTarget.texture.type );
  1712. state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1713. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1714. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  1715. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1716. }
  1717. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  1718. function setupRenderBufferStorage ( renderbuffer, renderTarget ) {
  1719. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1720. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1721. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1722. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1723. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1724. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1725. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1726. } else {
  1727. // FIXME: We don't support !depth !stencil
  1728. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1729. }
  1730. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1731. }
  1732. // Setup GL resources for a non-texture depth buffer
  1733. function setupDepthRenderbuffer(renderTarget) {
  1734. var renderTargetProperties = properties.get( renderTarget );
  1735. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1736. if ( isCube ) {
  1737. renderTargetProperties.__webglDepthbuffer = [];
  1738. for ( var i = 0; i < 6; i ++ ) {
  1739. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ]);
  1740. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  1741. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  1742. }
  1743. }
  1744. else {
  1745. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  1746. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  1747. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  1748. }
  1749. _gl.bindFramebuffer(_gl.FRAMEBUFFER, null );
  1750. };
  1751. // Set up GL resources for the render target
  1752. function setupRenderTarget(renderTarget) {
  1753. var renderTargetProperties = properties.get( renderTarget );
  1754. var textureProperties = properties.get( renderTarget.texture );
  1755. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1756. textureProperties.__webglTexture = _gl.createTexture();
  1757. _infoMemory.textures ++;
  1758. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1759. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
  1760. var glFormat = paramThreeToGL( renderTarget.texture.format );
  1761. var glType = paramThreeToGL( renderTarget.texture.type );
  1762. //
  1763. // Setup framebuffer
  1764. //
  1765. if ( isCube ) {
  1766. renderTargetProperties.__webglFramebuffer = [];
  1767. for ( var i = 0; i < 6; i ++ ) {
  1768. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1769. }
  1770. } else {
  1771. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1772. }
  1773. //
  1774. // Setup color buffer
  1775. //
  1776. if ( isCube ) {
  1777. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  1778. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  1779. for ( var i = 0; i < 6; i ++ ) {
  1780. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1781. }
  1782. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1783. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1784. } else {
  1785. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1786. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  1787. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  1788. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1789. state.bindTexture( _gl.TEXTURE_2D, null );
  1790. }
  1791. //
  1792. // Setup depth and stencil buffers
  1793. //
  1794. if ( renderTarget.depthBuffer ) {
  1795. setupDepthRenderbuffer(renderTarget);
  1796. }
  1797. }
  1798. this.setRenderTarget = function ( renderTarget ) {
  1799. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1800. setupRenderTarget(renderTarget);
  1801. }
  1802. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1803. var framebuffer, width, height, vx, vy;
  1804. if ( renderTarget ) {
  1805. var renderTargetProperties = properties.get( renderTarget );
  1806. if ( isCube ) {
  1807. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1808. } else {
  1809. framebuffer = renderTargetProperties.__webglFramebuffer;
  1810. }
  1811. width = renderTarget.width;
  1812. height = renderTarget.height;
  1813. vx = 0;
  1814. vy = 0;
  1815. } else {
  1816. framebuffer = null;
  1817. width = _viewportWidth;
  1818. height = _viewportHeight;
  1819. vx = _viewportX;
  1820. vy = _viewportY;
  1821. }
  1822. if ( framebuffer !== _currentFramebuffer ) {
  1823. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1824. _gl.viewport( vx, vy, width, height );
  1825. _currentFramebuffer = framebuffer;
  1826. }
  1827. if ( isCube ) {
  1828. var textureProperties = properties.get( renderTarget.texture );
  1829. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
  1830. }
  1831. _currentWidth = width;
  1832. _currentHeight = height;
  1833. };
  1834. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  1835. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  1836. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1837. return;
  1838. }
  1839. if ( properties.get( renderTarget ).__webglFramebuffer ) {
  1840. var restore = false;
  1841. if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
  1842. _gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
  1843. restore = true;
  1844. }
  1845. if ( renderTarget.texture.format !== THREE.RGBAFormat && paramThreeToGL( renderTarget.texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1846. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1847. return;
  1848. }
  1849. if ( renderTarget.texture.type !== THREE.UnsignedByteType && paramThreeToGL( renderTarget.texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) ) {
  1850. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1851. return;
  1852. }
  1853. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1854. _gl.readPixels( x, y, width, height, paramThreeToGL( renderTarget.texture.format ), paramThreeToGL( renderTarget.texture.type ), buffer );
  1855. } else {
  1856. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1857. }
  1858. if ( restore ) {
  1859. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1860. }
  1861. }
  1862. };
  1863. function updateRenderTargetMipmap( renderTarget ) {
  1864. var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  1865. var texture = properties.get( renderTarget.texture ).__webglTexture;
  1866. state.bindTexture( target, texture );
  1867. _gl.generateMipmap( target );
  1868. state.bindTexture( target, null );
  1869. }
  1870. // Fallback filters for non-power-of-2 textures
  1871. function filterFallback ( f ) {
  1872. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  1873. return _gl.NEAREST;
  1874. }
  1875. return _gl.LINEAR;
  1876. }
  1877. // Map three.js constants to WebGL constants
  1878. function paramThreeToGL ( p ) {
  1879. var extension;
  1880. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  1881. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  1882. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  1883. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  1884. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  1885. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  1886. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  1887. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  1888. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  1889. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  1890. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  1891. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  1892. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  1893. if ( p === THREE.ByteType ) return _gl.BYTE;
  1894. if ( p === THREE.ShortType ) return _gl.SHORT;
  1895. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  1896. if ( p === THREE.IntType ) return _gl.INT;
  1897. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  1898. if ( p === THREE.FloatType ) return _gl.FLOAT;
  1899. extension = extensions.get( 'OES_texture_half_float' );
  1900. if ( extension !== null ) {
  1901. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  1902. }
  1903. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  1904. if ( p === THREE.RGBFormat ) return _gl.RGB;
  1905. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  1906. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  1907. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  1908. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  1909. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  1910. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  1911. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  1912. if ( p === THREE.OneFactor ) return _gl.ONE;
  1913. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  1914. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  1915. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  1916. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  1917. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  1918. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  1919. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  1920. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  1921. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  1922. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  1923. if ( extension !== null ) {
  1924. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  1925. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  1926. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1927. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1928. }
  1929. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  1930. if ( extension !== null ) {
  1931. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  1932. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  1933. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  1934. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  1935. }
  1936. extension = extensions.get( 'EXT_blend_minmax' );
  1937. if ( extension !== null ) {
  1938. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  1939. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  1940. }
  1941. return 0;
  1942. }
  1943. // DEPRECATED
  1944. this.supportsFloatTextures = function () {
  1945. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  1946. return extensions.get( 'OES_texture_float' );
  1947. };
  1948. this.supportsHalfFloatTextures = function () {
  1949. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  1950. return extensions.get( 'OES_texture_half_float' );
  1951. };
  1952. this.supportsStandardDerivatives = function () {
  1953. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  1954. return extensions.get( 'OES_standard_derivatives' );
  1955. };
  1956. this.supportsCompressedTextureS3TC = function () {
  1957. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  1958. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  1959. };
  1960. this.supportsCompressedTexturePVRTC = function () {
  1961. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  1962. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  1963. };
  1964. this.supportsBlendMinMax = function () {
  1965. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  1966. return extensions.get( 'EXT_blend_minmax' );
  1967. };
  1968. this.supportsVertexTextures = function () {
  1969. return capabilities.vertexTextures;
  1970. };
  1971. this.supportsInstancedArrays = function () {
  1972. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  1973. return extensions.get( 'ANGLE_instanced_arrays' );
  1974. };
  1975. //
  1976. this.initMaterial = function () {
  1977. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  1978. };
  1979. this.addPrePlugin = function () {
  1980. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  1981. };
  1982. this.addPostPlugin = function () {
  1983. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  1984. };
  1985. this.updateShadowMap = function () {
  1986. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  1987. };
  1988. Object.defineProperties( this, {
  1989. shadowMapEnabled: {
  1990. get: function () {
  1991. return shadowMap.enabled;
  1992. },
  1993. set: function ( value ) {
  1994. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  1995. shadowMap.enabled = value;
  1996. }
  1997. },
  1998. shadowMapType: {
  1999. get: function () {
  2000. return shadowMap.type;
  2001. },
  2002. set: function ( value ) {
  2003. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  2004. shadowMap.type = value;
  2005. }
  2006. },
  2007. shadowMapCullFace: {
  2008. get: function () {
  2009. return shadowMap.cullFace;
  2010. },
  2011. set: function ( value ) {
  2012. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  2013. shadowMap.cullFace = value;
  2014. }
  2015. },
  2016. shadowMapDebug: {
  2017. get: function () {
  2018. return shadowMap.debug;
  2019. },
  2020. set: function ( value ) {
  2021. console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
  2022. shadowMap.debug = value;
  2023. }
  2024. }
  2025. } );
  2026. };