WebGLRenderer.js 94 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. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  16. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  17. _depth = parameters.depth !== undefined ? parameters.depth : true,
  18. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  19. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  20. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  21. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  22. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  23. _clearColor = new THREE.Color( 0x000000 ),
  24. _clearAlpha = 0;
  25. var lights = [];
  26. var opaqueObjects = [];
  27. var transparentObjects = [];
  28. var opaqueImmediateObjects = [];
  29. var transparentImmediateObjects = [];
  30. var sprites = [];
  31. var lensFlares = [];
  32. // public properties
  33. this.domElement = _canvas;
  34. this.context = null;
  35. // clearing
  36. this.autoClear = true;
  37. this.autoClearColor = true;
  38. this.autoClearDepth = true;
  39. this.autoClearStencil = true;
  40. // scene graph
  41. this.sortObjects = true;
  42. // physically based shading
  43. this.gammaFactor = 2.0; // for backwards compatibility
  44. this.gammaInput = false;
  45. this.gammaOutput = false;
  46. // morphs
  47. this.maxMorphTargets = 8;
  48. this.maxMorphNormals = 4;
  49. // flags
  50. this.autoScaleCubemaps = true;
  51. // internal properties
  52. var _this = this,
  53. _programs = [],
  54. // internal state cache
  55. _currentProgram = null,
  56. _currentFramebuffer = null,
  57. _currentMaterialId = - 1,
  58. _currentGeometryProgram = '',
  59. _currentCamera = null,
  60. _usedTextureUnits = 0,
  61. _viewportX = 0,
  62. _viewportY = 0,
  63. _viewportWidth = _canvas.width,
  64. _viewportHeight = _canvas.height,
  65. _currentWidth = 0,
  66. _currentHeight = 0,
  67. // frustum
  68. _frustum = new THREE.Frustum(),
  69. // camera matrices cache
  70. _projScreenMatrix = new THREE.Matrix4(),
  71. _vector3 = new THREE.Vector3(),
  72. // light arrays cache
  73. _direction = new THREE.Vector3(),
  74. _lightsNeedUpdate = true,
  75. _lights = {
  76. ambient: [ 0, 0, 0 ],
  77. directional: { length: 0, colors:[], positions: [] },
  78. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  79. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  80. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  81. },
  82. // info
  83. _infoMemory = {
  84. programs: 0,
  85. geometries: 0,
  86. textures: 0
  87. },
  88. _infoRender = {
  89. calls: 0,
  90. vertices: 0,
  91. faces: 0,
  92. points: 0
  93. };
  94. this.info = {
  95. render: _infoRender,
  96. memory: _infoMemory,
  97. programs: _programs
  98. };
  99. // initialize
  100. var _gl;
  101. try {
  102. var attributes = {
  103. alpha: _alpha,
  104. depth: _depth,
  105. stencil: _stencil,
  106. antialias: _antialias,
  107. premultipliedAlpha: _premultipliedAlpha,
  108. preserveDrawingBuffer: _preserveDrawingBuffer
  109. };
  110. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  111. if ( _gl === null ) {
  112. if ( _canvas.getContext( 'webgl') !== null ) {
  113. throw 'Error creating WebGL context with your selected attributes.';
  114. } else {
  115. throw 'Error creating WebGL context.';
  116. }
  117. }
  118. _canvas.addEventListener( 'webglcontextlost', function ( event ) {
  119. event.preventDefault();
  120. resetGLState();
  121. setDefaultGLState();
  122. objects.clear();
  123. properties.clear();
  124. }, false );
  125. } catch ( error ) {
  126. console.error( 'THREE.WebGLRenderer: ' + error );
  127. }
  128. var state = new THREE.WebGLState( _gl, paramThreeToGL );
  129. if ( _gl.getShaderPrecisionFormat === undefined ) {
  130. _gl.getShaderPrecisionFormat = function () {
  131. return {
  132. 'rangeMin': 1,
  133. 'rangeMax': 1,
  134. 'precision': 1
  135. };
  136. }
  137. }
  138. var properties = new THREE.WebGLProperties();
  139. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  140. var extensions = new THREE.WebGLExtensions( _gl );
  141. extensions.get( 'OES_texture_float' );
  142. extensions.get( 'OES_texture_float_linear' );
  143. extensions.get( 'OES_texture_half_float' );
  144. extensions.get( 'OES_texture_half_float_linear' );
  145. extensions.get( 'OES_standard_derivatives' );
  146. extensions.get( 'ANGLE_instanced_arrays' );
  147. if ( extensions.get( 'OES_element_index_uint' ) ) {
  148. THREE.BufferGeometry.MaxIndex = 4294967296;
  149. }
  150. if ( _logarithmicDepthBuffer ) {
  151. extensions.get( 'EXT_frag_depth' );
  152. }
  153. //
  154. function glClearColor( r, g, b, a ) {
  155. if ( _premultipliedAlpha === true ) {
  156. r *= a; g *= a; b *= a;
  157. }
  158. _gl.clearColor( r, g, b, a );
  159. }
  160. function setDefaultGLState() {
  161. state.init();
  162. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  163. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  164. }
  165. function resetGLState() {
  166. _currentProgram = null;
  167. _currentCamera = null;
  168. _currentGeometryProgram = '';
  169. _currentMaterialId = - 1;
  170. _lightsNeedUpdate = true;
  171. state.reset();
  172. }
  173. setDefaultGLState();
  174. this.context = _gl;
  175. this.extensions = extensions;
  176. this.state = state;
  177. // shadow map
  178. var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
  179. this.shadowMap = shadowMap;
  180. // GPU capabilities
  181. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  182. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  183. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  184. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  185. var _supportsVertexTextures = _maxVertexTextures > 0;
  186. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  187. var _supportsInstancedArrays = extensions.get( 'ANGLE_instanced_arrays' );
  188. //
  189. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  190. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  191. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  192. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  193. var getCompressedTextureFormats = ( function () {
  194. var array;
  195. return function () {
  196. if ( array !== undefined ) {
  197. return array;
  198. }
  199. array = [];
  200. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
  201. var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  202. for ( var i = 0; i < formats.length; i ++ ) {
  203. array.push( formats[ i ] );
  204. }
  205. }
  206. return array;
  207. };
  208. } )();
  209. // clamp precision to maximum available
  210. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  211. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  212. if ( _precision === 'highp' && ! highpAvailable ) {
  213. if ( mediumpAvailable ) {
  214. _precision = 'mediump';
  215. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  216. } else {
  217. _precision = 'lowp';
  218. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  219. }
  220. }
  221. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  222. _precision = 'lowp';
  223. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  224. }
  225. // Plugins
  226. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  227. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  228. // API
  229. this.getContext = function () {
  230. return _gl;
  231. };
  232. this.forceContextLoss = function () {
  233. extensions.get( 'WEBGL_lose_context' ).loseContext();
  234. };
  235. this.supportsVertexTextures = function () {
  236. return _supportsVertexTextures;
  237. };
  238. this.supportsInstancedArrays = function () {
  239. return _supportsInstancedArrays;
  240. };
  241. this.supportsFloatTextures = function () {
  242. return extensions.get( 'OES_texture_float' );
  243. };
  244. this.supportsHalfFloatTextures = function () {
  245. return extensions.get( 'OES_texture_half_float' );
  246. };
  247. this.supportsStandardDerivatives = function () {
  248. return extensions.get( 'OES_standard_derivatives' );
  249. };
  250. this.supportsCompressedTextureS3TC = function () {
  251. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  252. };
  253. this.supportsCompressedTexturePVRTC = function () {
  254. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  255. };
  256. this.supportsBlendMinMax = function () {
  257. return extensions.get( 'EXT_blend_minmax' );
  258. };
  259. this.getMaxAnisotropy = ( function () {
  260. var value;
  261. return function () {
  262. if ( value !== undefined ) return value;
  263. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  264. if ( extension !== null ) {
  265. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  266. } else {
  267. value = 0;
  268. }
  269. return value;
  270. }
  271. } )();
  272. this.getPrecision = function () {
  273. return _precision;
  274. };
  275. this.getPixelRatio = function () {
  276. return pixelRatio;
  277. };
  278. this.setPixelRatio = function ( value ) {
  279. if ( value !== undefined ) pixelRatio = value;
  280. };
  281. this.getSize = function () {
  282. return {
  283. width: _width,
  284. height: _height
  285. };
  286. };
  287. this.setSize = function ( width, height, updateStyle ) {
  288. _width = width;
  289. _height = height;
  290. _canvas.width = width * pixelRatio;
  291. _canvas.height = height * pixelRatio;
  292. if ( updateStyle !== false ) {
  293. _canvas.style.width = width + 'px';
  294. _canvas.style.height = height + 'px';
  295. }
  296. this.setViewport( 0, 0, width, height );
  297. };
  298. this.setViewport = function ( x, y, width, height ) {
  299. _viewportX = x * pixelRatio;
  300. _viewportY = y * pixelRatio;
  301. _viewportWidth = width * pixelRatio;
  302. _viewportHeight = height * pixelRatio;
  303. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  304. };
  305. this.setScissor = function ( x, y, width, height ) {
  306. _gl.scissor(
  307. x * pixelRatio,
  308. y * pixelRatio,
  309. width * pixelRatio,
  310. height * pixelRatio
  311. );
  312. };
  313. this.enableScissorTest = function ( boolean ) {
  314. state.setScissorTest( boolean );
  315. };
  316. // Clearing
  317. this.getClearColor = function () {
  318. return _clearColor;
  319. };
  320. this.setClearColor = function ( color, alpha ) {
  321. _clearColor.set( color );
  322. _clearAlpha = alpha !== undefined ? alpha : 1;
  323. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  324. };
  325. this.getClearAlpha = function () {
  326. return _clearAlpha;
  327. };
  328. this.setClearAlpha = function ( alpha ) {
  329. _clearAlpha = alpha;
  330. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  331. };
  332. this.clear = function ( color, depth, stencil ) {
  333. var bits = 0;
  334. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  335. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  336. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  337. _gl.clear( bits );
  338. };
  339. this.clearColor = function () {
  340. _gl.clear( _gl.COLOR_BUFFER_BIT );
  341. };
  342. this.clearDepth = function () {
  343. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  344. };
  345. this.clearStencil = function () {
  346. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  347. };
  348. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  349. this.setRenderTarget( renderTarget );
  350. this.clear( color, depth, stencil );
  351. };
  352. // Reset
  353. this.resetGLState = resetGLState;
  354. // Events
  355. function onTextureDispose( event ) {
  356. var texture = event.target;
  357. texture.removeEventListener( 'dispose', onTextureDispose );
  358. deallocateTexture( texture );
  359. _infoMemory.textures --;
  360. }
  361. function onRenderTargetDispose( event ) {
  362. var renderTarget = event.target;
  363. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  364. deallocateRenderTarget( renderTarget );
  365. _infoMemory.textures --;
  366. }
  367. function onMaterialDispose( event ) {
  368. var material = event.target;
  369. material.removeEventListener( 'dispose', onMaterialDispose );
  370. deallocateMaterial( material );
  371. }
  372. // Buffer deallocation
  373. function deallocateTexture( texture ) {
  374. var textureProperties = properties.get( texture );
  375. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  376. // cube texture
  377. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  378. } else {
  379. // 2D texture
  380. if ( textureProperties.__webglInit === undefined ) return;
  381. _gl.deleteTexture( textureProperties.__webglTexture );
  382. }
  383. // remove all webgl properties
  384. properties.delete( texture );
  385. }
  386. function deallocateRenderTarget( renderTarget ) {
  387. var renderTargetProperties = properties.get( renderTarget );
  388. if ( ! renderTarget || renderTargetProperties.__webglTexture === undefined ) return;
  389. _gl.deleteTexture( renderTargetProperties.__webglTexture );
  390. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  391. for ( var i = 0; i < 6; i ++ ) {
  392. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  393. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  394. }
  395. } else {
  396. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  397. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  398. }
  399. properties.delete( renderTargetProperties );
  400. }
  401. function deallocateMaterial( material ) {
  402. releaseMaterialProgramReference( material );
  403. properties.delete( material );
  404. }
  405. function releaseMaterialProgramReference( material ) {
  406. var program = properties.get( material ).program.program;
  407. if ( program === undefined ) return;
  408. material.program = undefined;
  409. for ( var i = 0, n = _programs.length; i !== n; ++ i ) {
  410. var programInfo = _programs[ i ];
  411. if ( programInfo.program === program ) {
  412. var newReferenceCount = -- programInfo.usedTimes;
  413. if ( newReferenceCount === 0 ) {
  414. // the last meterial that has been using the program let
  415. // go of it, so remove it from the (unordered) _programs
  416. // set and deallocate the GL resource
  417. var newLength = n - 1;
  418. _programs[ i ] = _programs[ newLength ];
  419. _programs.pop();
  420. _gl.deleteProgram( program );
  421. _infoMemory.programs = newLength;
  422. }
  423. break;
  424. }
  425. }
  426. }
  427. // Buffer rendering
  428. this.renderBufferImmediate = function ( object, program, material ) {
  429. state.initAttributes();
  430. var objectProperties = properties.get( object );
  431. if ( object.hasPositions && ! objectProperties.__webglVertexBuffer ) objectProperties.__webglVertexBuffer = _gl.createBuffer();
  432. if ( object.hasNormals && ! objectProperties.__webglNormalBuffer ) objectProperties.__webglNormalBuffer = _gl.createBuffer();
  433. if ( object.hasUvs && ! objectProperties.__webglUvBuffer ) objectProperties.__webglUvBuffer = _gl.createBuffer();
  434. if ( object.hasColors && ! objectProperties.__webglColorBuffer ) objectProperties.__webglColorBuffer = _gl.createBuffer();
  435. var attributes = program.getAttributes();
  436. if ( object.hasPositions ) {
  437. _gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglVertexBuffer );
  438. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  439. state.enableAttribute( attributes.position );
  440. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  441. }
  442. if ( object.hasNormals ) {
  443. _gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglNormalBuffer );
  444. if ( material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading ) {
  445. var nx, ny, nz,
  446. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  447. normalArray,
  448. i, il = object.count * 3;
  449. for ( i = 0; i < il; i += 9 ) {
  450. normalArray = object.normalArray;
  451. nax = normalArray[ i ];
  452. nay = normalArray[ i + 1 ];
  453. naz = normalArray[ i + 2 ];
  454. nbx = normalArray[ i + 3 ];
  455. nby = normalArray[ i + 4 ];
  456. nbz = normalArray[ i + 5 ];
  457. ncx = normalArray[ i + 6 ];
  458. ncy = normalArray[ i + 7 ];
  459. ncz = normalArray[ i + 8 ];
  460. nx = ( nax + nbx + ncx ) / 3;
  461. ny = ( nay + nby + ncy ) / 3;
  462. nz = ( naz + nbz + ncz ) / 3;
  463. normalArray[ i ] = nx;
  464. normalArray[ i + 1 ] = ny;
  465. normalArray[ i + 2 ] = nz;
  466. normalArray[ i + 3 ] = nx;
  467. normalArray[ i + 4 ] = ny;
  468. normalArray[ i + 5 ] = nz;
  469. normalArray[ i + 6 ] = nx;
  470. normalArray[ i + 7 ] = ny;
  471. normalArray[ i + 8 ] = nz;
  472. }
  473. }
  474. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  475. state.enableAttribute( attributes.normal );
  476. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  477. }
  478. if ( object.hasUvs && material.map ) {
  479. _gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglUvBuffer );
  480. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  481. state.enableAttribute( attributes.uv );
  482. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  483. }
  484. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  485. _gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglColorBuffer );
  486. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  487. state.enableAttribute( attributes.color );
  488. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  489. }
  490. state.disableUnusedAttributes();
  491. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  492. object.count = 0;
  493. };
  494. function setupVertexAttributes( material, program, geometry, startIndex ) {
  495. var extension;
  496. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  497. extension = extensions.get( 'ANGLE_instanced_arrays' );
  498. if ( extension === null ) {
  499. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  500. return;
  501. }
  502. }
  503. var geometryAttributes = geometry.attributes;
  504. var programAttributes = program.getAttributes();
  505. var materialDefaultAttributeValues = material.defaultAttributeValues;
  506. for ( var name in programAttributes ) {
  507. var programAttribute = programAttributes[ name ];
  508. if ( programAttribute >= 0 ) {
  509. var geometryAttribute = geometryAttributes[ name ];
  510. if ( geometryAttribute !== undefined ) {
  511. var size = geometryAttribute.itemSize;
  512. state.enableAttribute( programAttribute );
  513. var buffer = objects.getAttributeBuffer(geometryAttribute);
  514. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  515. var data = geometryAttribute.data;
  516. var stride = data.stride;
  517. var offset = geometryAttribute.offset;
  518. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  519. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  520. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  521. if ( extension === null ) {
  522. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  523. return;
  524. }
  525. extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
  526. if ( geometry.maxInstancedCount === undefined ) {
  527. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  528. }
  529. }
  530. } else {
  531. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  532. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  533. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  534. if ( extension === null ) {
  535. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  536. return;
  537. }
  538. extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
  539. if ( geometry.maxInstancedCount === undefined ) {
  540. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  541. }
  542. }
  543. }
  544. } else if ( materialDefaultAttributeValues !== undefined ) {
  545. var value = materialDefaultAttributeValues[ name ];
  546. if ( value !== undefined ) {
  547. switch ( value.length ) {
  548. case 2:
  549. _gl.vertexAttrib2fv( programAttribute, value );
  550. break;
  551. case 3:
  552. _gl.vertexAttrib3fv( programAttribute, value );
  553. break;
  554. case 4:
  555. _gl.vertexAttrib4fv( programAttribute, value );
  556. break;
  557. default:
  558. _gl.vertexAttrib1fv( programAttribute, value );
  559. }
  560. }
  561. }
  562. }
  563. }
  564. state.disableUnusedAttributes();
  565. }
  566. this.renderBufferDirect = function ( camera, lights, fog, material, object ) {
  567. if ( material.visible === false ) return;
  568. setMaterial( material );
  569. var geometry = objects.geometries.get( object );
  570. var program = setProgram( camera, lights, fog, material, object );
  571. var updateBuffers = false,
  572. wireframeBit = material.wireframe ? 1 : 0,
  573. geometryProgram = geometry.id + '_' + program.id + '_' + wireframeBit;
  574. if ( geometryProgram !== _currentGeometryProgram ) {
  575. _currentGeometryProgram = geometryProgram;
  576. updateBuffers = true;
  577. }
  578. if ( updateBuffers ) {
  579. state.initAttributes();
  580. }
  581. if ( object instanceof THREE.Mesh ) {
  582. renderMesh( material, geometry, object, program, updateBuffers );
  583. } else if ( object instanceof THREE.Line ) {
  584. renderLine( material, geometry, object, program, updateBuffers );
  585. } else if ( object instanceof THREE.PointCloud ) {
  586. renderPointCloud( material, geometry, object, program, updateBuffers );
  587. }
  588. };
  589. function renderMesh( material, geometry, object, program, updateBuffers ) {
  590. var mode = _gl.TRIANGLES;
  591. if ( material.wireframe === true ) {
  592. mode = _gl.LINES;
  593. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  594. }
  595. var index = geometry.attributes.index;
  596. if ( index ) {
  597. // indexed triangles
  598. var type, size;
  599. var indexBuffer = objects.getAttributeBuffer(index);
  600. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  601. type = _gl.UNSIGNED_INT;
  602. size = 4;
  603. } else {
  604. type = _gl.UNSIGNED_SHORT;
  605. size = 2;
  606. }
  607. var offsets = geometry.drawcalls;
  608. if ( offsets.length === 0 ) {
  609. if ( updateBuffers ) {
  610. setupVertexAttributes( material, program, geometry, 0 );
  611. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  612. }
  613. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  614. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  615. if ( extension === null ) {
  616. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  617. return;
  618. }
  619. extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
  620. } else {
  621. _gl.drawElements( mode, index.array.length, type, 0 );
  622. }
  623. _infoRender.calls ++;
  624. _infoRender.vertices += index.array.length; // not really true, here vertices can be shared
  625. _infoRender.faces += index.array.length / 3;
  626. } else {
  627. // if there is more than 1 chunk
  628. // must set attribute pointers to use new offsets for each chunk
  629. // even if geometry and materials didn't change
  630. updateBuffers = true;
  631. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  632. var startIndex = offsets[ i ].index;
  633. if ( updateBuffers ) {
  634. setupVertexAttributes( material, program, geometry, startIndex );
  635. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  636. }
  637. // render indexed triangles
  638. if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[i].instances > 0 ) {
  639. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  640. if ( extension === null ) {
  641. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  642. return;
  643. }
  644. extension.drawElementsInstancedANGLE( mode, offsets[i].count, type, offsets[i].start * size, offsets[i].count, type, offsets[i].instances ); // Draw the instanced meshes
  645. } else {
  646. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  647. }
  648. _infoRender.calls ++;
  649. _infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  650. _infoRender.faces += offsets[ i ].count / 3;
  651. }
  652. }
  653. } else {
  654. // non-indexed triangles
  655. var offsets = geometry.drawcalls;
  656. if ( offsets.length === 0 ) {
  657. if ( updateBuffers ) {
  658. setupVertexAttributes( material, program, geometry, 0 );
  659. }
  660. var position = geometry.attributes.position;
  661. // render non-indexed triangles
  662. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  663. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  664. if ( extension === null ) {
  665. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  666. return;
  667. }
  668. if ( position instanceof THREE.InterleavedBufferAttribute ) {
  669. extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount ); // Draw the instanced meshes
  670. } else {
  671. extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount ); // Draw the instanced meshes
  672. }
  673. } else {
  674. if ( position instanceof THREE.InterleavedBufferAttribute ) {
  675. _gl.drawArrays( mode, 0, position.data.count );
  676. } else {
  677. _gl.drawArrays( mode, 0, position.count );
  678. }
  679. }
  680. _infoRender.calls++;
  681. _infoRender.vertices += position.count;
  682. _infoRender.faces += position.array.length / 3;
  683. } else {
  684. // if there is more than 1 chunk
  685. // must set attribute pointers to use new offsets for each chunk
  686. // even if geometry and materials didn't change
  687. if ( updateBuffers ) {
  688. setupVertexAttributes( material, program, geometry, 0 );
  689. }
  690. for ( var i = 0, il = offsets.length; i < il; i++ ) {
  691. // render non-indexed triangles
  692. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  693. console.error( 'THREE.WebGLRenderer.renderMesh: cannot use drawCalls with THREE.InstancedBufferGeometry.' );
  694. return;
  695. } else {
  696. _gl.drawArrays( mode, offsets[ i ].start, offsets[ i ].count );
  697. }
  698. _infoRender.calls++;
  699. _infoRender.vertices += offsets[ i ].count;
  700. _infoRender.faces += ( offsets[ i ].count ) / 3;
  701. }
  702. }
  703. }
  704. }
  705. function renderLine( material, geometry, object, program, updateBuffers ) {
  706. var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
  707. // In case user is not using Line*Material by mistake
  708. var lineWidth = material.linewidth !== undefined ? material.linewidth : 1;
  709. state.setLineWidth( lineWidth * pixelRatio );
  710. var index = geometry.attributes.index;
  711. if ( index ) {
  712. // indexed lines
  713. var type, size;
  714. var indexBuffer = objects.getAttributeBuffer(index);
  715. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  716. type = _gl.UNSIGNED_INT;
  717. size = 4;
  718. } else {
  719. type = _gl.UNSIGNED_SHORT;
  720. size = 2;
  721. }
  722. var offsets = geometry.drawcalls;
  723. if ( offsets.length === 0 ) {
  724. if ( updateBuffers ) {
  725. setupVertexAttributes( material, program, geometry, 0 );
  726. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  727. }
  728. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  729. _infoRender.calls ++;
  730. _infoRender.vertices += index.array.length; // not really true, here vertices can be shared
  731. } else {
  732. // if there is more than 1 chunk
  733. // must set attribute pointers to use new offsets for each chunk
  734. // even if geometry and materials didn't change
  735. if ( offsets.length > 1 ) updateBuffers = true;
  736. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  737. var startIndex = offsets[ i ].index;
  738. if ( updateBuffers ) {
  739. setupVertexAttributes( material, program, geometry, startIndex );
  740. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  741. }
  742. // render indexed lines
  743. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  744. _infoRender.calls ++;
  745. _infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  746. }
  747. }
  748. } else {
  749. // non-indexed lines
  750. if ( updateBuffers ) {
  751. setupVertexAttributes( material, program, geometry, 0 );
  752. }
  753. var position = geometry.attributes.position;
  754. var offsets = geometry.drawcalls;
  755. if ( offsets.length === 0 ) {
  756. _gl.drawArrays( mode, 0, position.array.length / 3 );
  757. _infoRender.calls ++;
  758. _infoRender.vertices += position.array.length / 3;
  759. } else {
  760. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  761. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  762. _infoRender.calls ++;
  763. _infoRender.vertices += offsets[ i ].count;
  764. }
  765. }
  766. }
  767. }
  768. function renderPointCloud( material, geometry, object, program, updateBuffers ) {
  769. var mode = _gl.POINTS;
  770. var index = geometry.attributes.index;
  771. if ( index ) {
  772. // indexed points
  773. var type, size;
  774. var indexBuffer = objects.getAttributeBuffer( index );
  775. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  776. type = _gl.UNSIGNED_INT;
  777. size = 4;
  778. } else {
  779. type = _gl.UNSIGNED_SHORT;
  780. size = 2;
  781. }
  782. var offsets = geometry.drawcalls;
  783. if ( offsets.length === 0 ) {
  784. if ( updateBuffers ) {
  785. setupVertexAttributes( material, program, geometry, 0 );
  786. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  787. }
  788. _gl.drawElements( mode, index.array.length, type, 0);
  789. _infoRender.calls ++;
  790. _infoRender.points += index.array.length;
  791. } else {
  792. // if there is more than 1 chunk
  793. // must set attribute pointers to use new offsets for each chunk
  794. // even if geometry and materials didn't change
  795. if ( offsets.length > 1 ) updateBuffers = true;
  796. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  797. var startIndex = offsets[ i ].index;
  798. if ( updateBuffers ) {
  799. setupVertexAttributes( material, program, geometry, startIndex );
  800. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  801. }
  802. // render indexed points
  803. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  804. _infoRender.calls ++;
  805. _infoRender.points += offsets[ i ].count;
  806. }
  807. }
  808. } else {
  809. // non-indexed points
  810. if ( updateBuffers ) {
  811. setupVertexAttributes( material, program, geometry, 0 );
  812. }
  813. var position = geometry.attributes.position;
  814. var offsets = geometry.drawcalls;
  815. if ( offsets.length === 0 ) {
  816. _gl.drawArrays( mode, 0, position.array.length / 3 );
  817. _infoRender.calls ++;
  818. _infoRender.points += position.array.length / 3;
  819. } else {
  820. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  821. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  822. _infoRender.calls ++;
  823. _infoRender.points += offsets[ i ].count;
  824. }
  825. }
  826. }
  827. }
  828. // Sorting
  829. function painterSortStable ( a, b ) {
  830. if ( a.object.renderOrder !== b.object.renderOrder ) {
  831. return a.object.renderOrder - b.object.renderOrder;
  832. } else if ( a.object.material.id !== b.object.material.id ) {
  833. return a.object.material.id - b.object.material.id;
  834. } else if ( a.z !== b.z ) {
  835. return a.z - b.z;
  836. } else {
  837. return a.id - b.id;
  838. }
  839. }
  840. function reversePainterSortStable ( a, b ) {
  841. if ( a.object.renderOrder !== b.object.renderOrder ) {
  842. return a.object.renderOrder - b.object.renderOrder;
  843. } if ( a.z !== b.z ) {
  844. return b.z - a.z;
  845. } else {
  846. return a.id - b.id;
  847. }
  848. }
  849. // Rendering
  850. this.render = function ( scene, camera, renderTarget, forceClear ) {
  851. if ( camera instanceof THREE.Camera === false ) {
  852. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  853. return;
  854. }
  855. var fog = scene.fog;
  856. // reset caching for this frame
  857. _currentGeometryProgram = '';
  858. _currentMaterialId = - 1;
  859. _currentCamera = null;
  860. _lightsNeedUpdate = true;
  861. // update scene graph
  862. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  863. // update camera matrices and frustum
  864. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  865. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  866. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  867. _frustum.setFromMatrix( _projScreenMatrix );
  868. lights.length = 0;
  869. opaqueObjects.length = 0;
  870. transparentObjects.length = 0;
  871. opaqueImmediateObjects.length = 0;
  872. transparentImmediateObjects.length = 0;
  873. sprites.length = 0;
  874. lensFlares.length = 0;
  875. projectObject( scene );
  876. if ( _this.sortObjects === true ) {
  877. opaqueObjects.sort( painterSortStable );
  878. transparentObjects.sort( reversePainterSortStable );
  879. }
  880. objects.update( opaqueObjects );
  881. objects.update( transparentObjects );
  882. //
  883. shadowMap.render( scene, camera );
  884. //
  885. _infoRender.calls = 0;
  886. _infoRender.vertices = 0;
  887. _infoRender.faces = 0;
  888. _infoRender.points = 0;
  889. this.setRenderTarget( renderTarget );
  890. if ( this.autoClear || forceClear ) {
  891. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  892. }
  893. //
  894. if ( scene.overrideMaterial ) {
  895. var overrideMaterial = scene.overrideMaterial;
  896. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  897. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  898. renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog, overrideMaterial );
  899. renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog, overrideMaterial );
  900. } else {
  901. // opaque pass (front-to-back order)
  902. state.setBlending( THREE.NoBlending );
  903. renderObjects( opaqueObjects, camera, lights, fog, null );
  904. renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog, null );
  905. // transparent pass (back-to-front order)
  906. renderObjects( transparentObjects, camera, lights, fog, null );
  907. renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog, null );
  908. }
  909. // custom render plugins (post pass)
  910. spritePlugin.render( scene, camera );
  911. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  912. // Generate mipmap if we're using any kind of mipmap filtering
  913. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  914. updateRenderTargetMipmap( renderTarget );
  915. }
  916. // Ensure depth buffer writing is enabled so it can be cleared on next render
  917. state.setDepthTest( true );
  918. state.setDepthWrite( true );
  919. state.setColorWrite( true );
  920. // _gl.finish();
  921. };
  922. function projectObject( object ) {
  923. if ( object.visible === true ) {
  924. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  925. // skip
  926. } else {
  927. // update Skeleton objects
  928. if ( object instanceof THREE.SkinnedMesh ) {
  929. object.skeleton.update();
  930. }
  931. objects.init( object );
  932. if ( object instanceof THREE.Light ) {
  933. lights.push( object );
  934. } else if ( object instanceof THREE.Sprite ) {
  935. sprites.push( object );
  936. } else if ( object instanceof THREE.LensFlare ) {
  937. lensFlares.push( object );
  938. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  939. var material = object.material;
  940. if ( material.transparent ) {
  941. transparentImmediateObjects.push( object );
  942. } else {
  943. opaqueImmediateObjects.push( object );
  944. }
  945. } else {
  946. var webglObject = objects.objects[ object.id ];
  947. if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  948. var material = object.material;
  949. if ( properties.get( material ) ) {
  950. material.program = properties.get( material ).program;
  951. }
  952. if ( material.transparent ) {
  953. transparentObjects.push( webglObject );
  954. } else {
  955. opaqueObjects.push( webglObject );
  956. }
  957. if ( _this.sortObjects === true ) {
  958. _vector3.setFromMatrixPosition( object.matrixWorld );
  959. _vector3.applyProjection( _projScreenMatrix );
  960. webglObject.z = _vector3.z;
  961. }
  962. }
  963. }
  964. }
  965. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  966. projectObject( object.children[ i ] );
  967. }
  968. }
  969. }
  970. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  971. var material = overrideMaterial;
  972. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  973. var webglObject = renderList[ i ];
  974. var object = webglObject.object;
  975. setupMatrices( object, camera );
  976. if ( overrideMaterial === null ) material = object.material;
  977. if ( material instanceof THREE.MeshFaceMaterial ) {
  978. var materials = material.materials;
  979. for ( var j = 0, jl = materials.length; j < jl; j ++ ) {
  980. _this.renderBufferDirect( camera, lights, fog, materials[ j ], object );
  981. }
  982. continue;
  983. }
  984. _this.renderBufferDirect( camera, lights, fog, material, object );
  985. }
  986. }
  987. function renderObjectsImmediate( renderList, camera, lights, fog, overrideMaterial ) {
  988. var material = overrideMaterial;
  989. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  990. var object = renderList[ i ];
  991. setupMatrices( object, camera );
  992. if ( object.visible === true ) {
  993. if ( overrideMaterial === null ) material = object.material;
  994. _this.renderImmediateObject( camera, lights, fog, material, object );
  995. }
  996. }
  997. }
  998. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  999. setMaterial( material );
  1000. var program = setProgram( camera, lights, fog, material, object );
  1001. _currentGeometryProgram = '';
  1002. object.render( function ( object ) {
  1003. _this.renderBufferImmediate( object, program, material );
  1004. } );
  1005. };
  1006. // Materials
  1007. var shaderIDs = {
  1008. MeshDepthMaterial: 'depth',
  1009. MeshNormalMaterial: 'normal',
  1010. MeshBasicMaterial: 'basic',
  1011. MeshLambertMaterial: 'lambert',
  1012. MeshPhongMaterial: 'phong',
  1013. LineBasicMaterial: 'basic',
  1014. LineDashedMaterial: 'dashed',
  1015. PointCloudMaterial: 'particle_basic'
  1016. };
  1017. function initMaterial( material, lights, fog, object ) {
  1018. var materialProperties = properties.get( material );
  1019. var shaderID = shaderIDs[ material.type ];
  1020. // heuristics to create shader parameters according to lights in the scene
  1021. // (not to blow over maxLights budget)
  1022. var maxLightCount = allocateLights( lights );
  1023. var maxShadows = allocateShadows( lights );
  1024. var maxBones = allocateBones( object );
  1025. var parameters = {
  1026. precision: _precision,
  1027. supportsVertexTextures: _supportsVertexTextures,
  1028. map: !! material.map,
  1029. envMap: !! material.envMap,
  1030. envMapMode: material.envMap && material.envMap.mapping,
  1031. lightMap: !! material.lightMap,
  1032. aoMap: !! material.aoMap,
  1033. emissiveMap: !! material.emissiveMap,
  1034. bumpMap: !! material.bumpMap,
  1035. normalMap: !! material.normalMap,
  1036. specularMap: !! material.specularMap,
  1037. alphaMap: !! material.alphaMap,
  1038. combine: material.combine,
  1039. vertexColors: material.vertexColors,
  1040. fog: fog,
  1041. useFog: material.fog,
  1042. fogExp: fog instanceof THREE.FogExp2,
  1043. flatShading: material.shading === THREE.FlatShading,
  1044. sizeAttenuation: material.sizeAttenuation,
  1045. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  1046. skinning: material.skinning,
  1047. maxBones: maxBones,
  1048. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  1049. morphTargets: material.morphTargets,
  1050. morphNormals: material.morphNormals,
  1051. maxMorphTargets: _this.maxMorphTargets,
  1052. maxMorphNormals: _this.maxMorphNormals,
  1053. maxDirLights: maxLightCount.directional,
  1054. maxPointLights: maxLightCount.point,
  1055. maxSpotLights: maxLightCount.spot,
  1056. maxHemiLights: maxLightCount.hemi,
  1057. maxShadows: maxShadows,
  1058. shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
  1059. shadowMapType: shadowMap.type,
  1060. shadowMapDebug: shadowMap.debug,
  1061. shadowMapCascade: shadowMap.cascade,
  1062. alphaTest: material.alphaTest,
  1063. metal: material.metal,
  1064. doubleSided: material.side === THREE.DoubleSide,
  1065. flipSided: material.side === THREE.BackSide
  1066. };
  1067. // Generate code
  1068. var chunks = [];
  1069. if ( shaderID ) {
  1070. chunks.push( shaderID );
  1071. } else {
  1072. chunks.push( material.fragmentShader );
  1073. chunks.push( material.vertexShader );
  1074. }
  1075. if ( material.defines !== undefined ) {
  1076. for ( var name in material.defines ) {
  1077. chunks.push( name );
  1078. chunks.push( material.defines[ name ] );
  1079. }
  1080. }
  1081. for ( var name in parameters ) {
  1082. chunks.push( name );
  1083. chunks.push( parameters[ name ] );
  1084. }
  1085. var code = chunks.join();
  1086. var programChange = true;
  1087. if ( !materialProperties.program ) {
  1088. // new material
  1089. material.addEventListener( 'dispose', onMaterialDispose );
  1090. } else if ( materialProperties.program.code !== code ) {
  1091. // changed glsl or parameters
  1092. releaseMaterialProgramReference( material );
  1093. } else if ( shaderID !== undefined ) {
  1094. // same glsl and uniform list
  1095. return;
  1096. } else {
  1097. // only rebuild uniform list
  1098. programChange = false;
  1099. }
  1100. if ( shaderID ) {
  1101. var shader = THREE.ShaderLib[ shaderID ];
  1102. materialProperties.__webglShader = {
  1103. name: material.type,
  1104. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  1105. vertexShader: shader.vertexShader,
  1106. fragmentShader: shader.fragmentShader
  1107. }
  1108. } else {
  1109. materialProperties.__webglShader = {
  1110. name: material.type,
  1111. uniforms: material.uniforms,
  1112. vertexShader: material.vertexShader,
  1113. fragmentShader: material.fragmentShader
  1114. }
  1115. }
  1116. var program;
  1117. // Check if code has been already compiled
  1118. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  1119. var programInfo = _programs[ p ];
  1120. if ( programInfo.code === code ) {
  1121. program = programInfo;
  1122. if ( programChange ) {
  1123. program.usedTimes ++;
  1124. }
  1125. break;
  1126. }
  1127. }
  1128. if ( program === undefined ) {
  1129. material.__webglShader = materialProperties.__webglShader;
  1130. program = new THREE.WebGLProgram( _this, code, material, parameters );
  1131. _programs.push( program );
  1132. _infoMemory.programs = _programs.length;
  1133. }
  1134. materialProperties.program = program;
  1135. var attributes = program.getAttributes();
  1136. if ( material.morphTargets ) {
  1137. material.numSupportedMorphTargets = 0;
  1138. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  1139. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  1140. material.numSupportedMorphTargets ++;
  1141. }
  1142. }
  1143. }
  1144. if ( material.morphNormals ) {
  1145. material.numSupportedMorphNormals = 0;
  1146. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  1147. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  1148. material.numSupportedMorphNormals ++;
  1149. }
  1150. }
  1151. }
  1152. materialProperties.uniformsList = [];
  1153. var uniformLocations = materialProperties.program.getUniforms();
  1154. for ( var u in materialProperties.__webglShader.uniforms ) {
  1155. var location = uniformLocations[ u ];
  1156. if ( location ) {
  1157. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  1158. }
  1159. }
  1160. }
  1161. function setMaterial( material ) {
  1162. setMaterialFaces( material );
  1163. if ( material.transparent === true ) {
  1164. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  1165. } else {
  1166. state.setBlending( THREE.NoBlending );
  1167. }
  1168. state.setDepthFunc( material.depthFunc );
  1169. state.setDepthTest( material.depthTest );
  1170. state.setDepthWrite( material.depthWrite );
  1171. state.setColorWrite( material.colorWrite );
  1172. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1173. }
  1174. function setMaterialFaces( material ) {
  1175. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  1176. state.setFlipSided( material.side === THREE.BackSide );
  1177. }
  1178. function setProgram( camera, lights, fog, material, object ) {
  1179. _usedTextureUnits = 0;
  1180. var materialProperties = properties.get( material );
  1181. if ( material.needsUpdate || ! materialProperties.program ) {
  1182. initMaterial( material, lights, fog, object );
  1183. material.needsUpdate = false;
  1184. }
  1185. var refreshProgram = false;
  1186. var refreshMaterial = false;
  1187. var refreshLights = false;
  1188. var program = materialProperties.program,
  1189. p_uniforms = program.getUniforms(),
  1190. m_uniforms = materialProperties.__webglShader.uniforms;
  1191. if ( program.id !== _currentProgram ) {
  1192. _gl.useProgram( program.program );
  1193. _currentProgram = program.id;
  1194. refreshProgram = true;
  1195. refreshMaterial = true;
  1196. refreshLights = true;
  1197. }
  1198. if ( material.id !== _currentMaterialId ) {
  1199. if ( _currentMaterialId === -1 ) refreshLights = true;
  1200. _currentMaterialId = material.id;
  1201. refreshMaterial = true;
  1202. }
  1203. if ( refreshProgram || camera !== _currentCamera ) {
  1204. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  1205. if ( _logarithmicDepthBuffer ) {
  1206. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  1207. }
  1208. if ( camera !== _currentCamera ) _currentCamera = camera;
  1209. // load material specific uniforms
  1210. // (shader material also gets them for the sake of genericity)
  1211. if ( material instanceof THREE.ShaderMaterial ||
  1212. material instanceof THREE.MeshPhongMaterial ||
  1213. material.envMap ) {
  1214. if ( p_uniforms.cameraPosition !== null ) {
  1215. _vector3.setFromMatrixPosition( camera.matrixWorld );
  1216. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  1217. }
  1218. }
  1219. if ( material instanceof THREE.MeshPhongMaterial ||
  1220. material instanceof THREE.MeshLambertMaterial ||
  1221. material instanceof THREE.MeshBasicMaterial ||
  1222. material instanceof THREE.ShaderMaterial ||
  1223. material.skinning ) {
  1224. if ( p_uniforms.viewMatrix !== null ) {
  1225. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  1226. }
  1227. }
  1228. }
  1229. // skinning uniforms must be set even if material didn't change
  1230. // auto-setting of texture unit for bone texture must go before other textures
  1231. // not sure why, but otherwise weird things happen
  1232. if ( material.skinning ) {
  1233. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  1234. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  1235. }
  1236. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  1237. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  1238. }
  1239. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  1240. if ( p_uniforms.boneTexture !== null ) {
  1241. var textureUnit = getTextureUnit();
  1242. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  1243. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  1244. }
  1245. if ( p_uniforms.boneTextureWidth !== null ) {
  1246. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  1247. }
  1248. if ( p_uniforms.boneTextureHeight !== null ) {
  1249. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  1250. }
  1251. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  1252. if ( p_uniforms.boneGlobalMatrices !== null ) {
  1253. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  1254. }
  1255. }
  1256. }
  1257. if ( refreshMaterial ) {
  1258. // refresh uniforms common to several materials
  1259. if ( fog && material.fog ) {
  1260. refreshUniformsFog( m_uniforms, fog );
  1261. }
  1262. if ( material instanceof THREE.MeshPhongMaterial ||
  1263. material instanceof THREE.MeshLambertMaterial ||
  1264. material.lights ) {
  1265. if ( _lightsNeedUpdate ) {
  1266. refreshLights = true;
  1267. setupLights( lights );
  1268. _lightsNeedUpdate = false;
  1269. }
  1270. if ( refreshLights ) {
  1271. refreshUniformsLights( m_uniforms, _lights );
  1272. markUniformsLightsNeedsUpdate( m_uniforms, true );
  1273. } else {
  1274. markUniformsLightsNeedsUpdate( m_uniforms, false );
  1275. }
  1276. }
  1277. if ( material instanceof THREE.MeshBasicMaterial ||
  1278. material instanceof THREE.MeshLambertMaterial ||
  1279. material instanceof THREE.MeshPhongMaterial ) {
  1280. refreshUniformsCommon( m_uniforms, material );
  1281. }
  1282. // refresh single material specific uniforms
  1283. if ( material instanceof THREE.LineBasicMaterial ) {
  1284. refreshUniformsLine( m_uniforms, material );
  1285. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1286. refreshUniformsLine( m_uniforms, material );
  1287. refreshUniformsDash( m_uniforms, material );
  1288. } else if ( material instanceof THREE.PointCloudMaterial ) {
  1289. refreshUniformsParticle( m_uniforms, material );
  1290. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1291. refreshUniformsPhong( m_uniforms, material );
  1292. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1293. refreshUniformsLambert( m_uniforms, material );
  1294. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1295. refreshUniformsBasic( m_uniforms, material );
  1296. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1297. m_uniforms.mNear.value = camera.near;
  1298. m_uniforms.mFar.value = camera.far;
  1299. m_uniforms.opacity.value = material.opacity;
  1300. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1301. m_uniforms.opacity.value = material.opacity;
  1302. }
  1303. if ( object.receiveShadow && ! material._shadowPass ) {
  1304. refreshUniformsShadow( m_uniforms, lights );
  1305. }
  1306. // load common uniforms
  1307. loadUniformsGeneric( materialProperties.uniformsList );
  1308. }
  1309. loadUniformsMatrices( p_uniforms, object );
  1310. if ( p_uniforms.modelMatrix !== null ) {
  1311. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1312. }
  1313. return program;
  1314. }
  1315. // Uniforms (refresh uniforms objects)
  1316. function refreshUniformsCommon ( uniforms, material ) {
  1317. uniforms.opacity.value = material.opacity;
  1318. uniforms.diffuse.value = material.color;
  1319. uniforms.map.value = material.map;
  1320. uniforms.specularMap.value = material.specularMap;
  1321. uniforms.alphaMap.value = material.alphaMap;
  1322. if ( material.bumpMap ) {
  1323. uniforms.bumpMap.value = material.bumpMap;
  1324. uniforms.bumpScale.value = material.bumpScale;
  1325. }
  1326. if ( material.normalMap ) {
  1327. uniforms.normalMap.value = material.normalMap;
  1328. uniforms.normalScale.value.copy( material.normalScale );
  1329. }
  1330. // uv repeat and offset setting priorities
  1331. // 1. color map
  1332. // 2. specular map
  1333. // 3. normal map
  1334. // 4. bump map
  1335. // 5. alpha map
  1336. // 6. emissive map
  1337. var uvScaleMap;
  1338. if ( material.map ) {
  1339. uvScaleMap = material.map;
  1340. } else if ( material.specularMap ) {
  1341. uvScaleMap = material.specularMap;
  1342. } else if ( material.normalMap ) {
  1343. uvScaleMap = material.normalMap;
  1344. } else if ( material.bumpMap ) {
  1345. uvScaleMap = material.bumpMap;
  1346. } else if ( material.alphaMap ) {
  1347. uvScaleMap = material.alphaMap;
  1348. } else if ( material.emissiveMap ) {
  1349. uvScaleMap = material.emissiveMap;
  1350. }
  1351. if ( uvScaleMap !== undefined ) {
  1352. var offset = uvScaleMap.offset;
  1353. var repeat = uvScaleMap.repeat;
  1354. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1355. }
  1356. uniforms.envMap.value = material.envMap;
  1357. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1358. uniforms.reflectivity.value = material.reflectivity;
  1359. uniforms.refractionRatio.value = material.refractionRatio;
  1360. }
  1361. function refreshUniformsLine ( uniforms, material ) {
  1362. uniforms.diffuse.value = material.color;
  1363. uniforms.opacity.value = material.opacity;
  1364. }
  1365. function refreshUniformsDash ( uniforms, material ) {
  1366. uniforms.dashSize.value = material.dashSize;
  1367. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1368. uniforms.scale.value = material.scale;
  1369. }
  1370. function refreshUniformsParticle ( uniforms, material ) {
  1371. uniforms.psColor.value = material.color;
  1372. uniforms.opacity.value = material.opacity;
  1373. uniforms.size.value = material.size;
  1374. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1375. uniforms.map.value = material.map;
  1376. if ( material.map !== null ) {
  1377. var offset = material.map.offset;
  1378. var repeat = material.map.repeat;
  1379. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1380. }
  1381. }
  1382. function refreshUniformsFog ( uniforms, fog ) {
  1383. uniforms.fogColor.value = fog.color;
  1384. if ( fog instanceof THREE.Fog ) {
  1385. uniforms.fogNear.value = fog.near;
  1386. uniforms.fogFar.value = fog.far;
  1387. } else if ( fog instanceof THREE.FogExp2 ) {
  1388. uniforms.fogDensity.value = fog.density;
  1389. }
  1390. }
  1391. function refreshUniformsPhong ( uniforms, material ) {
  1392. uniforms.shininess.value = material.shininess;
  1393. uniforms.emissive.value = material.emissive;
  1394. uniforms.specular.value = material.specular;
  1395. uniforms.lightMap.value = material.lightMap;
  1396. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1397. uniforms.aoMap.value = material.aoMap;
  1398. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1399. uniforms.emissiveMap.value = material.emissiveMap;
  1400. }
  1401. function refreshUniformsLambert ( uniforms, material ) {
  1402. uniforms.emissive.value = material.emissive;
  1403. }
  1404. function refreshUniformsBasic ( uniforms, material ) {
  1405. uniforms.aoMap.value = material.aoMap;
  1406. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1407. }
  1408. function refreshUniformsLights ( uniforms, lights ) {
  1409. uniforms.ambientLightColor.value = lights.ambient;
  1410. uniforms.directionalLightColor.value = lights.directional.colors;
  1411. uniforms.directionalLightDirection.value = lights.directional.positions;
  1412. uniforms.pointLightColor.value = lights.point.colors;
  1413. uniforms.pointLightPosition.value = lights.point.positions;
  1414. uniforms.pointLightDistance.value = lights.point.distances;
  1415. uniforms.pointLightDecay.value = lights.point.decays;
  1416. uniforms.spotLightColor.value = lights.spot.colors;
  1417. uniforms.spotLightPosition.value = lights.spot.positions;
  1418. uniforms.spotLightDistance.value = lights.spot.distances;
  1419. uniforms.spotLightDirection.value = lights.spot.directions;
  1420. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1421. uniforms.spotLightExponent.value = lights.spot.exponents;
  1422. uniforms.spotLightDecay.value = lights.spot.decays;
  1423. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1424. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1425. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1426. }
  1427. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1428. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1429. uniforms.ambientLightColor.needsUpdate = value;
  1430. uniforms.directionalLightColor.needsUpdate = value;
  1431. uniforms.directionalLightDirection.needsUpdate = value;
  1432. uniforms.pointLightColor.needsUpdate = value;
  1433. uniforms.pointLightPosition.needsUpdate = value;
  1434. uniforms.pointLightDistance.needsUpdate = value;
  1435. uniforms.pointLightDecay.needsUpdate = value;
  1436. uniforms.spotLightColor.needsUpdate = value;
  1437. uniforms.spotLightPosition.needsUpdate = value;
  1438. uniforms.spotLightDistance.needsUpdate = value;
  1439. uniforms.spotLightDirection.needsUpdate = value;
  1440. uniforms.spotLightAngleCos.needsUpdate = value;
  1441. uniforms.spotLightExponent.needsUpdate = value;
  1442. uniforms.spotLightDecay.needsUpdate = value;
  1443. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  1444. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  1445. uniforms.hemisphereLightDirection.needsUpdate = value;
  1446. }
  1447. function refreshUniformsShadow ( uniforms, lights ) {
  1448. if ( uniforms.shadowMatrix ) {
  1449. var j = 0;
  1450. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1451. var light = lights[ i ];
  1452. if ( ! light.castShadow ) continue;
  1453. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  1454. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1455. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1456. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1457. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1458. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1459. j ++;
  1460. }
  1461. }
  1462. }
  1463. }
  1464. // Uniforms (load to GPU)
  1465. function loadUniformsMatrices ( uniforms, object ) {
  1466. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  1467. if ( uniforms.normalMatrix ) {
  1468. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  1469. }
  1470. }
  1471. function getTextureUnit() {
  1472. var textureUnit = _usedTextureUnits;
  1473. if ( textureUnit >= _maxTextures ) {
  1474. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  1475. }
  1476. _usedTextureUnits += 1;
  1477. return textureUnit;
  1478. }
  1479. function loadUniformsGeneric ( uniforms ) {
  1480. var texture, textureUnit, offset;
  1481. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1482. var uniform = uniforms[ j ][ 0 ];
  1483. // needsUpdate property is not added to all uniforms.
  1484. if ( uniform.needsUpdate === false ) continue;
  1485. var type = uniform.type;
  1486. var value = uniform.value;
  1487. var location = uniforms[ j ][ 1 ];
  1488. switch ( type ) {
  1489. case '1i':
  1490. _gl.uniform1i( location, value );
  1491. break;
  1492. case '1f':
  1493. _gl.uniform1f( location, value );
  1494. break;
  1495. case '2f':
  1496. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1497. break;
  1498. case '3f':
  1499. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1500. break;
  1501. case '4f':
  1502. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1503. break;
  1504. case '1iv':
  1505. _gl.uniform1iv( location, value );
  1506. break;
  1507. case '3iv':
  1508. _gl.uniform3iv( location, value );
  1509. break;
  1510. case '1fv':
  1511. _gl.uniform1fv( location, value );
  1512. break;
  1513. case '2fv':
  1514. _gl.uniform2fv( location, value );
  1515. break;
  1516. case '3fv':
  1517. _gl.uniform3fv( location, value );
  1518. break;
  1519. case '4fv':
  1520. _gl.uniform4fv( location, value );
  1521. break;
  1522. case 'Matrix3fv':
  1523. _gl.uniformMatrix3fv( location, false, value );
  1524. break;
  1525. case 'Matrix4fv':
  1526. _gl.uniformMatrix4fv( location, false, value );
  1527. break;
  1528. //
  1529. case 'i':
  1530. // single integer
  1531. _gl.uniform1i( location, value );
  1532. break;
  1533. case 'f':
  1534. // single float
  1535. _gl.uniform1f( location, value );
  1536. break;
  1537. case 'v2':
  1538. // single THREE.Vector2
  1539. _gl.uniform2f( location, value.x, value.y );
  1540. break;
  1541. case 'v3':
  1542. // single THREE.Vector3
  1543. _gl.uniform3f( location, value.x, value.y, value.z );
  1544. break;
  1545. case 'v4':
  1546. // single THREE.Vector4
  1547. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1548. break;
  1549. case 'c':
  1550. // single THREE.Color
  1551. _gl.uniform3f( location, value.r, value.g, value.b );
  1552. break;
  1553. case 'iv1':
  1554. // flat array of integers (JS or typed array)
  1555. _gl.uniform1iv( location, value );
  1556. break;
  1557. case 'iv':
  1558. // flat array of integers with 3 x N size (JS or typed array)
  1559. _gl.uniform3iv( location, value );
  1560. break;
  1561. case 'fv1':
  1562. // flat array of floats (JS or typed array)
  1563. _gl.uniform1fv( location, value );
  1564. break;
  1565. case 'fv':
  1566. // flat array of floats with 3 x N size (JS or typed array)
  1567. _gl.uniform3fv( location, value );
  1568. break;
  1569. case 'v2v':
  1570. // array of THREE.Vector2
  1571. if ( uniform._array === undefined ) {
  1572. uniform._array = new Float32Array( 2 * value.length );
  1573. }
  1574. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1575. offset = i * 2;
  1576. uniform._array[ offset + 0 ] = value[ i ].x;
  1577. uniform._array[ offset + 1 ] = value[ i ].y;
  1578. }
  1579. _gl.uniform2fv( location, uniform._array );
  1580. break;
  1581. case 'v3v':
  1582. // array of THREE.Vector3
  1583. if ( uniform._array === undefined ) {
  1584. uniform._array = new Float32Array( 3 * value.length );
  1585. }
  1586. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1587. offset = i * 3;
  1588. uniform._array[ offset + 0 ] = value[ i ].x;
  1589. uniform._array[ offset + 1 ] = value[ i ].y;
  1590. uniform._array[ offset + 2 ] = value[ i ].z;
  1591. }
  1592. _gl.uniform3fv( location, uniform._array );
  1593. break;
  1594. case 'v4v':
  1595. // array of THREE.Vector4
  1596. if ( uniform._array === undefined ) {
  1597. uniform._array = new Float32Array( 4 * value.length );
  1598. }
  1599. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1600. offset = i * 4;
  1601. uniform._array[ offset + 0 ] = value[ i ].x;
  1602. uniform._array[ offset + 1 ] = value[ i ].y;
  1603. uniform._array[ offset + 2 ] = value[ i ].z;
  1604. uniform._array[ offset + 3 ] = value[ i ].w;
  1605. }
  1606. _gl.uniform4fv( location, uniform._array );
  1607. break;
  1608. case 'm3':
  1609. // single THREE.Matrix3
  1610. _gl.uniformMatrix3fv( location, false, value.elements );
  1611. break;
  1612. case 'm3v':
  1613. // array of THREE.Matrix3
  1614. if ( uniform._array === undefined ) {
  1615. uniform._array = new Float32Array( 9 * value.length );
  1616. }
  1617. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1618. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1619. }
  1620. _gl.uniformMatrix3fv( location, false, uniform._array );
  1621. break;
  1622. case 'm4':
  1623. // single THREE.Matrix4
  1624. _gl.uniformMatrix4fv( location, false, value.elements );
  1625. break;
  1626. case 'm4v':
  1627. // array of THREE.Matrix4
  1628. if ( uniform._array === undefined ) {
  1629. uniform._array = new Float32Array( 16 * value.length );
  1630. }
  1631. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1632. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1633. }
  1634. _gl.uniformMatrix4fv( location, false, uniform._array );
  1635. break;
  1636. case 't':
  1637. // single THREE.Texture (2d or cube)
  1638. texture = value;
  1639. textureUnit = getTextureUnit();
  1640. _gl.uniform1i( location, textureUnit );
  1641. if ( ! texture ) continue;
  1642. if ( texture instanceof THREE.CubeTexture ||
  1643. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  1644. setCubeTexture( texture, textureUnit );
  1645. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1646. setCubeTextureDynamic( texture, textureUnit );
  1647. } else {
  1648. _this.setTexture( texture, textureUnit );
  1649. }
  1650. break;
  1651. case 'tv':
  1652. // array of THREE.Texture (2d)
  1653. if ( uniform._array === undefined ) {
  1654. uniform._array = [];
  1655. }
  1656. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1657. uniform._array[ i ] = getTextureUnit();
  1658. }
  1659. _gl.uniform1iv( location, uniform._array );
  1660. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1661. texture = uniform.value[ i ];
  1662. textureUnit = uniform._array[ i ];
  1663. if ( ! texture ) continue;
  1664. _this.setTexture( texture, textureUnit );
  1665. }
  1666. break;
  1667. default:
  1668. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1669. }
  1670. }
  1671. }
  1672. function setupMatrices( object, camera ) {
  1673. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  1674. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  1675. }
  1676. function setColorLinear( array, offset, color, intensity ) {
  1677. array[ offset + 0 ] = color.r * intensity;
  1678. array[ offset + 1 ] = color.g * intensity;
  1679. array[ offset + 2 ] = color.b * intensity;
  1680. }
  1681. function setupLights ( lights ) {
  1682. var l, ll, light,
  1683. r = 0, g = 0, b = 0,
  1684. color, skyColor, groundColor,
  1685. intensity,
  1686. distance,
  1687. zlights = _lights,
  1688. dirColors = zlights.directional.colors,
  1689. dirPositions = zlights.directional.positions,
  1690. pointColors = zlights.point.colors,
  1691. pointPositions = zlights.point.positions,
  1692. pointDistances = zlights.point.distances,
  1693. pointDecays = zlights.point.decays,
  1694. spotColors = zlights.spot.colors,
  1695. spotPositions = zlights.spot.positions,
  1696. spotDistances = zlights.spot.distances,
  1697. spotDirections = zlights.spot.directions,
  1698. spotAnglesCos = zlights.spot.anglesCos,
  1699. spotExponents = zlights.spot.exponents,
  1700. spotDecays = zlights.spot.decays,
  1701. hemiSkyColors = zlights.hemi.skyColors,
  1702. hemiGroundColors = zlights.hemi.groundColors,
  1703. hemiPositions = zlights.hemi.positions,
  1704. dirLength = 0,
  1705. pointLength = 0,
  1706. spotLength = 0,
  1707. hemiLength = 0,
  1708. dirCount = 0,
  1709. pointCount = 0,
  1710. spotCount = 0,
  1711. hemiCount = 0,
  1712. dirOffset = 0,
  1713. pointOffset = 0,
  1714. spotOffset = 0,
  1715. hemiOffset = 0;
  1716. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1717. light = lights[ l ];
  1718. if ( light.onlyShadow ) continue;
  1719. color = light.color;
  1720. intensity = light.intensity;
  1721. distance = light.distance;
  1722. if ( light instanceof THREE.AmbientLight ) {
  1723. if ( ! light.visible ) continue;
  1724. r += color.r;
  1725. g += color.g;
  1726. b += color.b;
  1727. } else if ( light instanceof THREE.DirectionalLight ) {
  1728. dirCount += 1;
  1729. if ( ! light.visible ) continue;
  1730. _direction.setFromMatrixPosition( light.matrixWorld );
  1731. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1732. _direction.sub( _vector3 );
  1733. _direction.normalize();
  1734. dirOffset = dirLength * 3;
  1735. dirPositions[ dirOffset + 0 ] = _direction.x;
  1736. dirPositions[ dirOffset + 1 ] = _direction.y;
  1737. dirPositions[ dirOffset + 2 ] = _direction.z;
  1738. setColorLinear( dirColors, dirOffset, color, intensity );
  1739. dirLength += 1;
  1740. } else if ( light instanceof THREE.PointLight ) {
  1741. pointCount += 1;
  1742. if ( ! light.visible ) continue;
  1743. pointOffset = pointLength * 3;
  1744. setColorLinear( pointColors, pointOffset, color, intensity );
  1745. _vector3.setFromMatrixPosition( light.matrixWorld );
  1746. pointPositions[ pointOffset + 0 ] = _vector3.x;
  1747. pointPositions[ pointOffset + 1 ] = _vector3.y;
  1748. pointPositions[ pointOffset + 2 ] = _vector3.z;
  1749. // distance is 0 if decay is 0, because there is no attenuation at all.
  1750. pointDistances[ pointLength ] = distance;
  1751. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1752. pointLength += 1;
  1753. } else if ( light instanceof THREE.SpotLight ) {
  1754. spotCount += 1;
  1755. if ( ! light.visible ) continue;
  1756. spotOffset = spotLength * 3;
  1757. setColorLinear( spotColors, spotOffset, color, intensity );
  1758. _direction.setFromMatrixPosition( light.matrixWorld );
  1759. spotPositions[ spotOffset + 0 ] = _direction.x;
  1760. spotPositions[ spotOffset + 1 ] = _direction.y;
  1761. spotPositions[ spotOffset + 2 ] = _direction.z;
  1762. spotDistances[ spotLength ] = distance;
  1763. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1764. _direction.sub( _vector3 );
  1765. _direction.normalize();
  1766. spotDirections[ spotOffset + 0 ] = _direction.x;
  1767. spotDirections[ spotOffset + 1 ] = _direction.y;
  1768. spotDirections[ spotOffset + 2 ] = _direction.z;
  1769. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1770. spotExponents[ spotLength ] = light.exponent;
  1771. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1772. spotLength += 1;
  1773. } else if ( light instanceof THREE.HemisphereLight ) {
  1774. hemiCount += 1;
  1775. if ( ! light.visible ) continue;
  1776. _direction.setFromMatrixPosition( light.matrixWorld );
  1777. _direction.normalize();
  1778. hemiOffset = hemiLength * 3;
  1779. hemiPositions[ hemiOffset + 0 ] = _direction.x;
  1780. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1781. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1782. skyColor = light.color;
  1783. groundColor = light.groundColor;
  1784. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1785. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1786. hemiLength += 1;
  1787. }
  1788. }
  1789. // null eventual remains from removed lights
  1790. // (this is to avoid if in shader)
  1791. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1792. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1793. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1794. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1795. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1796. zlights.directional.length = dirLength;
  1797. zlights.point.length = pointLength;
  1798. zlights.spot.length = spotLength;
  1799. zlights.hemi.length = hemiLength;
  1800. zlights.ambient[ 0 ] = r;
  1801. zlights.ambient[ 1 ] = g;
  1802. zlights.ambient[ 2 ] = b;
  1803. }
  1804. // GL state setting
  1805. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1806. if ( cullFace === THREE.CullFaceNone ) {
  1807. state.disable( _gl.CULL_FACE );
  1808. } else {
  1809. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1810. _gl.frontFace( _gl.CW );
  1811. } else {
  1812. _gl.frontFace( _gl.CCW );
  1813. }
  1814. if ( cullFace === THREE.CullFaceBack ) {
  1815. _gl.cullFace( _gl.BACK );
  1816. } else if ( cullFace === THREE.CullFaceFront ) {
  1817. _gl.cullFace( _gl.FRONT );
  1818. } else {
  1819. _gl.cullFace( _gl.FRONT_AND_BACK );
  1820. }
  1821. state.enable( _gl.CULL_FACE );
  1822. }
  1823. };
  1824. this.setMaterialFaces = setMaterialFaces;
  1825. // Textures
  1826. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1827. var extension;
  1828. if ( isImagePowerOfTwo ) {
  1829. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1830. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1831. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1832. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1833. } else {
  1834. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1835. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1836. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1837. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  1838. }
  1839. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1840. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1841. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1842. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  1843. }
  1844. }
  1845. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1846. if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
  1847. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1848. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1849. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1850. }
  1851. }
  1852. }
  1853. this.uploadTexture = function ( texture, slot ) {
  1854. var textureProperties = properties.get( texture );
  1855. if ( textureProperties.__webglInit === undefined ) {
  1856. textureProperties.__webglInit = true;
  1857. texture.__webglInit = true;
  1858. texture.addEventListener( 'dispose', onTextureDispose );
  1859. textureProperties.__webglTexture = _gl.createTexture();
  1860. _infoMemory.textures ++;
  1861. }
  1862. state.activeTexture( _gl.TEXTURE0 + slot );
  1863. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1864. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1865. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1866. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1867. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  1868. var image = texture.image,
  1869. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1870. glFormat = paramThreeToGL( texture.format ),
  1871. glType = paramThreeToGL( texture.type );
  1872. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1873. var mipmap, mipmaps = texture.mipmaps;
  1874. if ( texture instanceof THREE.DataTexture ) {
  1875. // use manually created mipmaps if available
  1876. // if there are no manual mipmaps
  1877. // set 0 level mipmap and then use GL to generate other mipmap levels
  1878. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1879. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1880. mipmap = mipmaps[ i ];
  1881. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1882. }
  1883. texture.generateMipmaps = false;
  1884. } else {
  1885. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1886. }
  1887. } else if ( texture instanceof THREE.CompressedTexture ) {
  1888. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1889. mipmap = mipmaps[ i ];
  1890. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1891. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  1892. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1893. } else {
  1894. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1895. }
  1896. } else {
  1897. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1898. }
  1899. }
  1900. } else { // regular Texture (image, video, canvas)
  1901. // use manually created mipmaps if available
  1902. // if there are no manual mipmaps
  1903. // set 0 level mipmap and then use GL to generate other mipmap levels
  1904. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1905. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1906. mipmap = mipmaps[ i ];
  1907. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1908. }
  1909. texture.generateMipmaps = false;
  1910. } else {
  1911. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1912. }
  1913. }
  1914. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1915. texture.needsUpdate = false;
  1916. if ( texture.onUpdate ) texture.onUpdate( texture );
  1917. };
  1918. this.setTexture = function ( texture, slot ) {
  1919. if ( texture.needsUpdate === true ) {
  1920. var image = texture.image;
  1921. if ( image === undefined ) {
  1922. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1923. return;
  1924. }
  1925. if ( image.complete === false ) {
  1926. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1927. return;
  1928. }
  1929. _this.uploadTexture( texture, slot );
  1930. return;
  1931. }
  1932. state.activeTexture( _gl.TEXTURE0 + slot );
  1933. state.bindTexture( _gl.TEXTURE_2D, properties.get( texture ).__webglTexture );
  1934. };
  1935. function clampToMaxSize ( image, maxSize ) {
  1936. if ( image.width > maxSize || image.height > maxSize ) {
  1937. // Warning: Scaling through the canvas will only work with images that use
  1938. // premultiplied alpha.
  1939. var scale = maxSize / Math.max( image.width, image.height );
  1940. var canvas = document.createElement( 'canvas' );
  1941. canvas.width = Math.floor( image.width * scale );
  1942. canvas.height = Math.floor( image.height * scale );
  1943. var context = canvas.getContext( '2d' );
  1944. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1945. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1946. return canvas;
  1947. }
  1948. return image;
  1949. }
  1950. function setCubeTexture ( texture, slot ) {
  1951. var textureProperties = properties.get( texture );
  1952. if ( texture.image.length === 6 ) {
  1953. if ( texture.needsUpdate ) {
  1954. if ( ! textureProperties.__image__webglTextureCube ) {
  1955. texture.addEventListener( 'dispose', onTextureDispose );
  1956. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1957. _infoMemory.textures ++;
  1958. }
  1959. state.activeTexture( _gl.TEXTURE0 + slot );
  1960. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1961. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1962. var isCompressed = texture instanceof THREE.CompressedTexture;
  1963. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1964. var cubeImage = [];
  1965. for ( var i = 0; i < 6; i ++ ) {
  1966. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1967. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  1968. } else {
  1969. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1970. }
  1971. }
  1972. var image = cubeImage[ 0 ],
  1973. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1974. glFormat = paramThreeToGL( texture.format ),
  1975. glType = paramThreeToGL( texture.type );
  1976. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1977. for ( var i = 0; i < 6; i ++ ) {
  1978. if ( ! isCompressed ) {
  1979. if ( isDataTexture ) {
  1980. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1981. } else {
  1982. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1983. }
  1984. } else {
  1985. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1986. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1987. mipmap = mipmaps[ j ];
  1988. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1989. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  1990. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1991. } else {
  1992. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1993. }
  1994. } else {
  1995. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1996. }
  1997. }
  1998. }
  1999. }
  2000. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  2001. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2002. }
  2003. texture.needsUpdate = false;
  2004. if ( texture.onUpdate ) texture.onUpdate( texture );
  2005. } else {
  2006. state.activeTexture( _gl.TEXTURE0 + slot );
  2007. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  2008. }
  2009. }
  2010. }
  2011. function setCubeTextureDynamic ( texture, slot ) {
  2012. state.activeTexture( _gl.TEXTURE0 + slot );
  2013. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  2014. }
  2015. // Render targets
  2016. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  2017. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2018. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget ).__webglTexture, 0 );
  2019. }
  2020. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  2021. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  2022. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2023. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  2024. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2025. /* For some reason this is not working. Defaulting to RGBA4.
  2026. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2027. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  2028. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2029. */
  2030. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2031. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  2032. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2033. } else {
  2034. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  2035. }
  2036. }
  2037. this.setRenderTarget = function ( renderTarget ) {
  2038. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  2039. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  2040. var renderTargetProperties = properties.get( renderTarget );
  2041. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  2042. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  2043. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  2044. renderTargetProperties.__webglTexture = _gl.createTexture();
  2045. _infoMemory.textures ++;
  2046. // Setup texture, create render and frame buffers
  2047. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  2048. glFormat = paramThreeToGL( renderTarget.format ),
  2049. glType = paramThreeToGL( renderTarget.type );
  2050. if ( isCube ) {
  2051. renderTargetProperties.__webglFramebuffer = [];
  2052. renderTargetProperties.__webglRenderbuffer = [];
  2053. state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTargetProperties.__webglTexture );
  2054. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  2055. for ( var i = 0; i < 6; i ++ ) {
  2056. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  2057. renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  2058. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2059. setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  2060. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
  2061. }
  2062. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2063. } else {
  2064. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  2065. if ( renderTarget.shareDepthFrom ) {
  2066. renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  2067. } else {
  2068. renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
  2069. }
  2070. state.bindTexture( _gl.TEXTURE_2D, renderTargetProperties.__webglTexture );
  2071. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  2072. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2073. setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  2074. if ( renderTarget.shareDepthFrom ) {
  2075. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2076. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  2077. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2078. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  2079. }
  2080. } else {
  2081. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
  2082. }
  2083. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  2084. }
  2085. // Release everything
  2086. if ( isCube ) {
  2087. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2088. } else {
  2089. state.bindTexture( _gl.TEXTURE_2D, null );
  2090. }
  2091. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2092. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  2093. }
  2094. var framebuffer, width, height, vx, vy;
  2095. if ( renderTarget ) {
  2096. var renderTargetProperties = properties.get( renderTarget );
  2097. if ( isCube ) {
  2098. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  2099. } else {
  2100. framebuffer = renderTargetProperties.__webglFramebuffer;
  2101. }
  2102. width = renderTarget.width;
  2103. height = renderTarget.height;
  2104. vx = 0;
  2105. vy = 0;
  2106. } else {
  2107. framebuffer = null;
  2108. width = _viewportWidth;
  2109. height = _viewportHeight;
  2110. vx = _viewportX;
  2111. vy = _viewportY;
  2112. }
  2113. if ( framebuffer !== _currentFramebuffer ) {
  2114. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2115. _gl.viewport( vx, vy, width, height );
  2116. _currentFramebuffer = framebuffer;
  2117. }
  2118. _currentWidth = width;
  2119. _currentHeight = height;
  2120. };
  2121. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  2122. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  2123. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  2124. return;
  2125. }
  2126. if ( properties.get( renderTarget ).__webglFramebuffer ) {
  2127. if ( renderTarget.format !== THREE.RGBAFormat ) {
  2128. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  2129. return;
  2130. }
  2131. var restore = false;
  2132. if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
  2133. _gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
  2134. restore = true;
  2135. }
  2136. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  2137. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  2138. } else {
  2139. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  2140. }
  2141. if ( restore ) {
  2142. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  2143. }
  2144. }
  2145. };
  2146. function updateRenderTargetMipmap ( renderTarget ) {
  2147. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  2148. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( renderTarget ).__webglTexture );
  2149. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2150. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2151. } else {
  2152. state.bindTexture( _gl.TEXTURE_2D, properties.get( renderTarget ).__webglTexture );
  2153. _gl.generateMipmap( _gl.TEXTURE_2D );
  2154. state.bindTexture( _gl.TEXTURE_2D, null );
  2155. }
  2156. }
  2157. // Fallback filters for non-power-of-2 textures
  2158. function filterFallback ( f ) {
  2159. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  2160. return _gl.NEAREST;
  2161. }
  2162. return _gl.LINEAR;
  2163. }
  2164. // Map three.js constants to WebGL constants
  2165. function paramThreeToGL ( p ) {
  2166. var extension;
  2167. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  2168. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  2169. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  2170. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  2171. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  2172. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  2173. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  2174. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  2175. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  2176. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  2177. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  2178. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  2179. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  2180. if ( p === THREE.ByteType ) return _gl.BYTE;
  2181. if ( p === THREE.ShortType ) return _gl.SHORT;
  2182. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  2183. if ( p === THREE.IntType ) return _gl.INT;
  2184. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  2185. if ( p === THREE.FloatType ) return _gl.FLOAT;
  2186. extension = extensions.get( 'OES_texture_half_float' );
  2187. if ( extension !== null ) {
  2188. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  2189. }
  2190. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  2191. if ( p === THREE.RGBFormat ) return _gl.RGB;
  2192. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2193. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2194. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2195. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2196. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2197. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2198. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2199. if ( p === THREE.OneFactor ) return _gl.ONE;
  2200. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2201. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2202. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2203. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2204. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2205. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2206. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2207. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2208. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2209. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2210. if ( extension !== null ) {
  2211. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2212. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2213. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2214. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2215. }
  2216. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2217. if ( extension !== null ) {
  2218. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2219. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2220. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2221. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2222. }
  2223. extension = extensions.get( 'EXT_blend_minmax' );
  2224. if ( extension !== null ) {
  2225. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2226. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2227. }
  2228. return 0;
  2229. }
  2230. // Allocations
  2231. function allocateBones ( object ) {
  2232. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  2233. return 1024;
  2234. } else {
  2235. // default for when object is not specified
  2236. // ( for example when prebuilding shader to be used with multiple objects )
  2237. //
  2238. // - leave some extra space for other uniforms
  2239. // - limit here is ANGLE's 254 max uniform vectors
  2240. // (up to 54 should be safe)
  2241. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  2242. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  2243. var maxBones = nVertexMatrices;
  2244. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  2245. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  2246. if ( maxBones < object.skeleton.bones.length ) {
  2247. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  2248. }
  2249. }
  2250. return maxBones;
  2251. }
  2252. }
  2253. function allocateLights( lights ) {
  2254. var dirLights = 0;
  2255. var pointLights = 0;
  2256. var spotLights = 0;
  2257. var hemiLights = 0;
  2258. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2259. var light = lights[ l ];
  2260. if ( light.onlyShadow || light.visible === false ) continue;
  2261. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  2262. if ( light instanceof THREE.PointLight ) pointLights ++;
  2263. if ( light instanceof THREE.SpotLight ) spotLights ++;
  2264. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  2265. }
  2266. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  2267. }
  2268. function allocateShadows( lights ) {
  2269. var maxShadows = 0;
  2270. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2271. var light = lights[ l ];
  2272. if ( ! light.castShadow ) continue;
  2273. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  2274. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  2275. }
  2276. return maxShadows;
  2277. }
  2278. // DEPRECATED
  2279. this.initMaterial = function () {
  2280. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  2281. };
  2282. this.addPrePlugin = function () {
  2283. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  2284. };
  2285. this.addPostPlugin = function () {
  2286. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  2287. };
  2288. this.updateShadowMap = function () {
  2289. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  2290. };
  2291. Object.defineProperties( this, {
  2292. shadowMapEnabled: {
  2293. get: function () {
  2294. return shadowMap.enabled;
  2295. },
  2296. set: function ( value ) {
  2297. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  2298. shadowMap.enabled = value;
  2299. }
  2300. },
  2301. shadowMapType: {
  2302. get: function () {
  2303. return shadowMap.type;
  2304. },
  2305. set: function ( value ) {
  2306. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  2307. shadowMap.type = value;
  2308. }
  2309. },
  2310. shadowMapCullFace: {
  2311. get: function () {
  2312. return shadowMap.cullFace;
  2313. },
  2314. set: function ( value ) {
  2315. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  2316. shadowMap.cullFace = value;
  2317. }
  2318. },
  2319. shadowMapDebug: {
  2320. get: function () {
  2321. return shadowMap.debug;
  2322. },
  2323. set: function ( value ) {
  2324. console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
  2325. shadowMap.debug = value;
  2326. }
  2327. },
  2328. shadowMapCascade: {
  2329. get: function () {
  2330. return shadowMap.cascade;
  2331. },
  2332. set: function ( value ) {
  2333. console.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
  2334. shadowMap.cascade = value;
  2335. }
  2336. }
  2337. } );
  2338. };