WebGLRenderer.js 95 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081
  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 morphInfluences = new Float32Array( 8 );
  31. var sprites = [];
  32. var lensFlares = [];
  33. // public properties
  34. this.domElement = _canvas;
  35. this.context = null;
  36. // clearing
  37. this.autoClear = true;
  38. this.autoClearColor = true;
  39. this.autoClearDepth = true;
  40. this.autoClearStencil = true;
  41. // scene graph
  42. this.sortObjects = true;
  43. // physically based shading
  44. this.gammaFactor = 2.0; // for backwards compatibility
  45. this.gammaInput = false;
  46. this.gammaOutput = false;
  47. // morphs
  48. this.maxMorphTargets = 8;
  49. this.maxMorphNormals = 4;
  50. // flags
  51. this.autoScaleCubemaps = true;
  52. // internal properties
  53. var _this = this,
  54. _programs = [],
  55. // internal state cache
  56. _currentProgram = null,
  57. _currentFramebuffer = null,
  58. _currentMaterialId = - 1,
  59. _currentGeometryProgram = '',
  60. _currentCamera = null,
  61. _usedTextureUnits = 0,
  62. _viewportX = 0,
  63. _viewportY = 0,
  64. _viewportWidth = _canvas.width,
  65. _viewportHeight = _canvas.height,
  66. _currentWidth = 0,
  67. _currentHeight = 0,
  68. // frustum
  69. _frustum = new THREE.Frustum(),
  70. // camera matrices cache
  71. _projScreenMatrix = new THREE.Matrix4(),
  72. _vector3 = new THREE.Vector3(),
  73. // light arrays cache
  74. _direction = new THREE.Vector3(),
  75. _lightsNeedUpdate = true,
  76. _lights = {
  77. ambient: [ 0, 0, 0 ],
  78. directional: { length: 0, colors: [], positions: [] },
  79. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  80. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  81. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  82. },
  83. // info
  84. _infoMemory = {
  85. programs: 0,
  86. geometries: 0,
  87. textures: 0
  88. },
  89. _infoRender = {
  90. calls: 0,
  91. vertices: 0,
  92. faces: 0,
  93. points: 0
  94. };
  95. this.info = {
  96. render: _infoRender,
  97. memory: _infoMemory,
  98. programs: _programs
  99. };
  100. // initialize
  101. var _gl;
  102. try {
  103. var attributes = {
  104. alpha: _alpha,
  105. depth: _depth,
  106. stencil: _stencil,
  107. antialias: _antialias,
  108. premultipliedAlpha: _premultipliedAlpha,
  109. preserveDrawingBuffer: _preserveDrawingBuffer
  110. };
  111. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  112. if ( _gl === null ) {
  113. if ( _canvas.getContext( 'webgl' ) !== null ) {
  114. throw 'Error creating WebGL context with your selected attributes.';
  115. } else {
  116. throw 'Error creating WebGL context.';
  117. }
  118. }
  119. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  120. } catch ( error ) {
  121. console.error( 'THREE.WebGLRenderer: ' + error );
  122. }
  123. var extensions = new THREE.WebGLExtensions( _gl );
  124. extensions.get( 'OES_texture_float' );
  125. extensions.get( 'OES_texture_float_linear' );
  126. extensions.get( 'OES_texture_half_float' );
  127. extensions.get( 'OES_texture_half_float_linear' );
  128. extensions.get( 'OES_standard_derivatives' );
  129. extensions.get( 'ANGLE_instanced_arrays' );
  130. if ( extensions.get( 'OES_element_index_uint' ) ) {
  131. THREE.BufferGeometry.MaxIndex = 4294967296;
  132. }
  133. if ( _logarithmicDepthBuffer ) {
  134. extensions.get( 'EXT_frag_depth' );
  135. }
  136. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  137. var properties = new THREE.WebGLProperties();
  138. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  139. //
  140. function glClearColor( r, g, b, a ) {
  141. if ( _premultipliedAlpha === true ) {
  142. r *= a; g *= a; b *= a;
  143. }
  144. _gl.clearColor( r, g, b, a );
  145. }
  146. function setDefaultGLState() {
  147. state.init();
  148. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  149. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  150. }
  151. function resetGLState() {
  152. _currentProgram = null;
  153. _currentCamera = null;
  154. _currentGeometryProgram = '';
  155. _currentMaterialId = - 1;
  156. _lightsNeedUpdate = true;
  157. state.reset();
  158. }
  159. setDefaultGLState();
  160. this.context = _gl;
  161. this.extensions = extensions;
  162. this.state = state;
  163. // shadow map
  164. var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
  165. this.shadowMap = shadowMap;
  166. // GPU capabilities
  167. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  168. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  169. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  170. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  171. var _supportsVertexTextures = _maxVertexTextures > 0;
  172. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  173. var _supportsInstancedArrays = extensions.get( 'ANGLE_instanced_arrays' );
  174. //
  175. //
  176. var _maxPrecision = state.getMaxPrecision( _precision );
  177. if ( _maxPrecision !== _precision ) {
  178. console.warn( 'THREE.WebGLRenderer:', _precision, 'not supported, using', _maxPrecision, 'instead.' );
  179. _precision = _maxPrecision;
  180. }
  181. // Plugins
  182. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  183. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  184. // API
  185. this.getContext = function () {
  186. return _gl;
  187. };
  188. this.getContextAttributes = function () {
  189. return _gl.getContextAttributes();
  190. };
  191. this.forceContextLoss = function () {
  192. extensions.get( 'WEBGL_lose_context' ).loseContext();
  193. };
  194. this.supportsVertexTextures = function () {
  195. return _supportsVertexTextures;
  196. };
  197. this.supportsInstancedArrays = function () {
  198. return _supportsInstancedArrays;
  199. };
  200. this.getMaxAnisotropy = ( function () {
  201. var value;
  202. return function getMaxAnisotropy() {
  203. if ( value !== undefined ) return value;
  204. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  205. if ( extension !== null ) {
  206. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  207. } else {
  208. value = 0;
  209. }
  210. return value;
  211. }
  212. } )();
  213. this.getPrecision = function () {
  214. return _precision;
  215. };
  216. this.getPixelRatio = function () {
  217. return pixelRatio;
  218. };
  219. this.setPixelRatio = function ( value ) {
  220. if ( value !== undefined ) pixelRatio = value;
  221. };
  222. this.getSize = function () {
  223. return {
  224. width: _width,
  225. height: _height
  226. };
  227. };
  228. this.setSize = function ( width, height, updateStyle ) {
  229. _width = width;
  230. _height = height;
  231. _canvas.width = width * pixelRatio;
  232. _canvas.height = height * pixelRatio;
  233. if ( updateStyle !== false ) {
  234. _canvas.style.width = width + 'px';
  235. _canvas.style.height = height + 'px';
  236. }
  237. this.setViewport( 0, 0, width, height );
  238. };
  239. this.setViewport = function ( x, y, width, height ) {
  240. _viewportX = x * pixelRatio;
  241. _viewportY = y * pixelRatio;
  242. _viewportWidth = width * pixelRatio;
  243. _viewportHeight = height * pixelRatio;
  244. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  245. };
  246. this.setScissor = function ( x, y, width, height ) {
  247. _gl.scissor(
  248. x * pixelRatio,
  249. y * pixelRatio,
  250. width * pixelRatio,
  251. height * pixelRatio
  252. );
  253. };
  254. this.enableScissorTest = function ( boolean ) {
  255. state.setScissorTest( boolean );
  256. };
  257. // Clearing
  258. this.getClearColor = function () {
  259. return _clearColor;
  260. };
  261. this.setClearColor = function ( color, alpha ) {
  262. _clearColor.set( color );
  263. _clearAlpha = alpha !== undefined ? alpha : 1;
  264. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  265. };
  266. this.getClearAlpha = function () {
  267. return _clearAlpha;
  268. };
  269. this.setClearAlpha = function ( alpha ) {
  270. _clearAlpha = alpha;
  271. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  272. };
  273. this.clear = function ( color, depth, stencil ) {
  274. var bits = 0;
  275. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  276. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  277. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  278. _gl.clear( bits );
  279. };
  280. this.clearColor = function () {
  281. _gl.clear( _gl.COLOR_BUFFER_BIT );
  282. };
  283. this.clearDepth = function () {
  284. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  285. };
  286. this.clearStencil = function () {
  287. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  288. };
  289. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  290. this.setRenderTarget( renderTarget );
  291. this.clear( color, depth, stencil );
  292. };
  293. // Reset
  294. this.resetGLState = resetGLState;
  295. this.dispose = function() {
  296. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  297. };
  298. // Events
  299. function onContextLost( event ) {
  300. event.preventDefault();
  301. resetGLState();
  302. setDefaultGLState();
  303. objects.clear();
  304. properties.clear();
  305. };
  306. function onTextureDispose( event ) {
  307. var texture = event.target;
  308. texture.removeEventListener( 'dispose', onTextureDispose );
  309. deallocateTexture( texture );
  310. _infoMemory.textures --;
  311. }
  312. function onRenderTargetDispose( event ) {
  313. var renderTarget = event.target;
  314. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  315. deallocateRenderTarget( renderTarget );
  316. _infoMemory.textures --;
  317. }
  318. function onMaterialDispose( event ) {
  319. var material = event.target;
  320. material.removeEventListener( 'dispose', onMaterialDispose );
  321. deallocateMaterial( material );
  322. }
  323. // Buffer deallocation
  324. function deallocateTexture( texture ) {
  325. var textureProperties = properties.get( texture );
  326. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  327. // cube texture
  328. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  329. } else {
  330. // 2D texture
  331. if ( textureProperties.__webglInit === undefined ) return;
  332. _gl.deleteTexture( textureProperties.__webglTexture );
  333. }
  334. // remove all webgl properties
  335. properties.delete( texture );
  336. }
  337. function deallocateRenderTarget( renderTarget ) {
  338. var renderTargetProperties = properties.get( renderTarget );
  339. if ( ! renderTarget || renderTargetProperties.__webglTexture === undefined ) return;
  340. _gl.deleteTexture( renderTargetProperties.__webglTexture );
  341. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  342. for ( var i = 0; i < 6; i ++ ) {
  343. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  344. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  345. }
  346. } else {
  347. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  348. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  349. }
  350. properties.delete( renderTarget );
  351. }
  352. function deallocateMaterial( material ) {
  353. releaseMaterialProgramReference( material );
  354. properties.delete( material );
  355. }
  356. function releaseMaterialProgramReference( material ) {
  357. var program = properties.get( material ).program.program;
  358. if ( program === undefined ) return;
  359. material.program = undefined;
  360. for ( var i = 0, n = _programs.length; i !== n; ++ i ) {
  361. var programInfo = _programs[ i ];
  362. if ( programInfo.program === program ) {
  363. var newReferenceCount = -- programInfo.usedTimes;
  364. if ( newReferenceCount === 0 ) {
  365. // the last meterial that has been using the program let
  366. // go of it, so remove it from the (unordered) _programs
  367. // set and deallocate the GL resource
  368. var newLength = n - 1;
  369. _programs[ i ] = _programs[ newLength ];
  370. _programs.pop();
  371. _gl.deleteProgram( program );
  372. _infoMemory.programs = newLength;
  373. }
  374. break;
  375. }
  376. }
  377. }
  378. // Buffer rendering
  379. this.renderBufferImmediate = function ( object, program, material ) {
  380. state.initAttributes();
  381. var buffers = properties.get( object );
  382. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  383. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  384. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  385. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  386. var attributes = program.getAttributes();
  387. if ( object.hasPositions ) {
  388. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  389. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  390. state.enableAttribute( attributes.position );
  391. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  392. }
  393. if ( object.hasNormals ) {
  394. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  395. if ( material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading ) {
  396. var nx, ny, nz,
  397. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  398. normalArray,
  399. i, il = object.count * 3;
  400. for ( i = 0; i < il; i += 9 ) {
  401. normalArray = object.normalArray;
  402. nax = normalArray[ i ];
  403. nay = normalArray[ i + 1 ];
  404. naz = normalArray[ i + 2 ];
  405. nbx = normalArray[ i + 3 ];
  406. nby = normalArray[ i + 4 ];
  407. nbz = normalArray[ i + 5 ];
  408. ncx = normalArray[ i + 6 ];
  409. ncy = normalArray[ i + 7 ];
  410. ncz = normalArray[ i + 8 ];
  411. nx = ( nax + nbx + ncx ) / 3;
  412. ny = ( nay + nby + ncy ) / 3;
  413. nz = ( naz + nbz + ncz ) / 3;
  414. normalArray[ i ] = nx;
  415. normalArray[ i + 1 ] = ny;
  416. normalArray[ i + 2 ] = nz;
  417. normalArray[ i + 3 ] = nx;
  418. normalArray[ i + 4 ] = ny;
  419. normalArray[ i + 5 ] = nz;
  420. normalArray[ i + 6 ] = nx;
  421. normalArray[ i + 7 ] = ny;
  422. normalArray[ i + 8 ] = nz;
  423. }
  424. }
  425. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  426. state.enableAttribute( attributes.normal );
  427. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  428. }
  429. if ( object.hasUvs && material.map ) {
  430. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  431. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  432. state.enableAttribute( attributes.uv );
  433. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  434. }
  435. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  436. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  437. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  438. state.enableAttribute( attributes.color );
  439. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  440. }
  441. state.disableUnusedAttributes();
  442. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  443. object.count = 0;
  444. };
  445. this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object ) {
  446. setMaterial( material );
  447. var program = setProgram( camera, lights, fog, material, object );
  448. var updateBuffers = false;
  449. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  450. if ( geometryProgram !== _currentGeometryProgram ) {
  451. _currentGeometryProgram = geometryProgram;
  452. updateBuffers = true;
  453. }
  454. // morph targets
  455. var morphTargetInfluences = object.morphTargetInfluences;
  456. if ( morphTargetInfluences !== undefined ) {
  457. var activeInfluences = [];
  458. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  459. var influence = morphTargetInfluences[ i ];
  460. activeInfluences.push( [ influence, i ] );
  461. }
  462. activeInfluences.sort( numericalSort );
  463. if ( activeInfluences.length > 8 ) {
  464. activeInfluences.length = 8;
  465. }
  466. var morphAttributes = geometry.morphAttributes;
  467. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  468. var influence = activeInfluences[ i ];
  469. morphInfluences[ i ] = influence[ 0 ];
  470. if ( influence[ 0 ] !== 0 ) {
  471. var index = influence[ 1 ];
  472. if ( material.morphTargets === true ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  473. if ( material.morphNormals === true ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  474. } else {
  475. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  476. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  477. }
  478. }
  479. var uniforms = program.getUniforms();
  480. if ( uniforms.morphTargetInfluences !== null ) {
  481. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  482. }
  483. updateBuffers = true;
  484. }
  485. if ( geometry.attributes.index !== undefined ) {
  486. if ( object instanceof THREE.Mesh ) {
  487. renderIndexedMesh( material, geometry, program, updateBuffers );
  488. } else if ( object instanceof THREE.Line ) {
  489. renderIndexedLine( material, geometry, object, program, updateBuffers );
  490. } else if ( object instanceof THREE.PointCloud ) {
  491. renderIndexedPointCloud( material, geometry, program, updateBuffers );
  492. }
  493. } else {
  494. if ( object instanceof THREE.Mesh ) {
  495. renderMesh( material, geometry, program, updateBuffers );
  496. } else if ( object instanceof THREE.Line ) {
  497. renderLine( material, geometry, object, program, updateBuffers );
  498. } else if ( object instanceof THREE.PointCloud ) {
  499. renderPointCloud( material, geometry, program, updateBuffers );
  500. }
  501. }
  502. };
  503. function setupVertexAttributes( material, program, geometry, startIndex ) {
  504. var extension;
  505. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  506. extension = extensions.get( 'ANGLE_instanced_arrays' );
  507. if ( extension === null ) {
  508. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  509. return;
  510. }
  511. }
  512. state.initAttributes();
  513. var geometryAttributes = geometry.attributes;
  514. var programAttributes = program.getAttributes();
  515. var materialDefaultAttributeValues = material.defaultAttributeValues;
  516. for ( var name in programAttributes ) {
  517. var programAttribute = programAttributes[ name ];
  518. if ( programAttribute >= 0 ) {
  519. var geometryAttribute = geometryAttributes[ name ];
  520. if ( geometryAttribute !== undefined ) {
  521. state.enableAttribute( programAttribute );
  522. var size = geometryAttribute.itemSize;
  523. var buffer = objects.getAttributeBuffer( geometryAttribute );
  524. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  525. var data = geometryAttribute.data;
  526. var stride = data.stride;
  527. var offset = geometryAttribute.offset;
  528. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  529. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  530. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  531. if ( extension === null ) {
  532. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  533. return;
  534. }
  535. extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
  536. if ( geometry.maxInstancedCount === undefined ) {
  537. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  538. }
  539. }
  540. } else {
  541. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  542. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  543. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  544. if ( extension === null ) {
  545. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  546. return;
  547. }
  548. extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
  549. if ( geometry.maxInstancedCount === undefined ) {
  550. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  551. }
  552. }
  553. }
  554. } else if ( materialDefaultAttributeValues !== undefined ) {
  555. var value = materialDefaultAttributeValues[ name ];
  556. if ( value !== undefined ) {
  557. switch ( value.length ) {
  558. case 2:
  559. _gl.vertexAttrib2fv( programAttribute, value );
  560. break;
  561. case 3:
  562. _gl.vertexAttrib3fv( programAttribute, value );
  563. break;
  564. case 4:
  565. _gl.vertexAttrib4fv( programAttribute, value );
  566. break;
  567. default:
  568. _gl.vertexAttrib1fv( programAttribute, value );
  569. }
  570. }
  571. }
  572. }
  573. }
  574. state.disableUnusedAttributes();
  575. }
  576. function renderIndexedMesh( material, geometry, program, updateBuffers ) {
  577. var mode = _gl.TRIANGLES;
  578. if ( material.wireframe === true ) {
  579. mode = _gl.LINES;
  580. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  581. }
  582. var index = geometry.attributes.index;
  583. var indexBuffer = objects.getAttributeBuffer( index );
  584. var type, size;
  585. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  586. type = _gl.UNSIGNED_INT;
  587. size = 4;
  588. } else {
  589. type = _gl.UNSIGNED_SHORT;
  590. size = 2;
  591. }
  592. var drawcall = geometry.drawcalls;
  593. if ( drawcall.length === 0 ) {
  594. if ( updateBuffers ) {
  595. setupVertexAttributes( material, program, geometry, 0 );
  596. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  597. }
  598. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  599. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  600. if ( extension === null ) {
  601. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  602. return;
  603. }
  604. extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
  605. } else {
  606. _gl.drawElements( mode, index.array.length, type, 0 );
  607. }
  608. _infoRender.calls ++;
  609. _infoRender.vertices += index.array.length; // not really true, here vertices can be shared
  610. _infoRender.faces += index.array.length / 3;
  611. } else {
  612. // if there is more than 1 chunk
  613. // must set attribute pointers to use new drawcall for each chunk
  614. // even if geometry and materials didn't change
  615. updateBuffers = true;
  616. for ( var i = 0, il = drawcall.length; i < il; i ++ ) {
  617. var startIndex = drawcall[ i ].index;
  618. if ( updateBuffers ) {
  619. setupVertexAttributes( material, program, geometry, startIndex );
  620. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  621. }
  622. // render indexed triangles
  623. if ( geometry instanceof THREE.InstancedBufferGeometry && drawcall[ i ].instances > 0 ) {
  624. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  625. if ( extension === null ) {
  626. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  627. return;
  628. }
  629. extension.drawElementsInstancedANGLE( mode, drawcall[ i ].count, type, drawcall[ i ].start * size, drawcall[ i ].count, type, drawcall[ i ].instances ); // Draw the instanced meshes
  630. } else {
  631. _gl.drawElements( mode, drawcall[ i ].count, type, drawcall[ i ].start * size );
  632. }
  633. _infoRender.calls ++;
  634. _infoRender.vertices += drawcall[ i ].count; // not really true, here vertices can be shared
  635. _infoRender.faces += drawcall[ i ].count / 3;
  636. }
  637. }
  638. }
  639. function renderMesh( material, geometry, program, updateBuffers ) {
  640. var mode = _gl.TRIANGLES;
  641. if ( material.wireframe === true ) {
  642. mode = _gl.LINES;
  643. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  644. }
  645. if ( updateBuffers ) {
  646. setupVertexAttributes( material, program, geometry, 0 );
  647. }
  648. // non-indexed triangles
  649. var drawcall = geometry.drawcalls;
  650. if ( drawcall.length === 0 ) {
  651. var position = geometry.attributes.position;
  652. // render non-indexed triangles
  653. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  654. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  655. if ( extension === null ) {
  656. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  657. return;
  658. }
  659. if ( position instanceof THREE.InterleavedBufferAttribute ) {
  660. extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount ); // Draw the instanced meshes
  661. } else {
  662. extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount ); // Draw the instanced meshes
  663. }
  664. } else {
  665. if ( position instanceof THREE.InterleavedBufferAttribute ) {
  666. _gl.drawArrays( mode, 0, position.data.count );
  667. } else {
  668. _gl.drawArrays( mode, 0, position.count );
  669. }
  670. }
  671. _infoRender.calls ++;
  672. _infoRender.vertices += position.count;
  673. _infoRender.faces += position.array.length / 3;
  674. } else {
  675. for ( var i = 0, il = drawcall.length; i < il; i ++ ) {
  676. // render non-indexed triangles
  677. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  678. console.error( 'THREE.WebGLRenderer.renderMesh: cannot use drawCalls with THREE.InstancedBufferGeometry.' );
  679. return;
  680. } else {
  681. _gl.drawArrays( mode, drawcall[ i ].start, drawcall[ i ].count );
  682. }
  683. _infoRender.calls ++;
  684. _infoRender.vertices += drawcall[ i ].count;
  685. _infoRender.faces += ( drawcall[ i ].count ) / 3;
  686. }
  687. }
  688. }
  689. function renderIndexedLine( material, geometry, object, program, updateBuffers ) {
  690. var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
  691. // In case user is not using Line*Material by mistake
  692. var lineWidth = material.linewidth !== undefined ? material.linewidth : 1;
  693. state.setLineWidth( lineWidth * pixelRatio );
  694. var index = geometry.attributes.index;
  695. var indexBuffer = objects.getAttributeBuffer( index );
  696. var type, size;
  697. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  698. type = _gl.UNSIGNED_INT;
  699. size = 4;
  700. } else {
  701. type = _gl.UNSIGNED_SHORT;
  702. size = 2;
  703. }
  704. var drawcall = geometry.drawcalls;
  705. if ( drawcall.length === 0 ) {
  706. if ( updateBuffers ) {
  707. setupVertexAttributes( material, program, geometry, 0 );
  708. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  709. }
  710. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  711. _infoRender.calls ++;
  712. _infoRender.vertices += index.array.length; // not really true, here vertices can be shared
  713. } else {
  714. // if there is more than 1 chunk
  715. // must set attribute pointers to use new drawcall for each chunk
  716. // even if geometry and materials didn't change
  717. if ( drawcall.length > 1 ) updateBuffers = true;
  718. for ( var i = 0, il = drawcall.length; i < il; i ++ ) {
  719. var startIndex = drawcall[ i ].index;
  720. if ( updateBuffers ) {
  721. setupVertexAttributes( material, program, geometry, startIndex );
  722. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  723. }
  724. _gl.drawElements( mode, drawcall[ i ].count, type, drawcall[ i ].start * size ); // 2 bytes per Uint16Array
  725. _infoRender.calls ++;
  726. _infoRender.vertices += drawcall[ i ].count; // not really true, here vertices can be shared
  727. }
  728. }
  729. }
  730. function renderLine( material, geometry, object, program, updateBuffers ) {
  731. var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
  732. // In case user is not using Line*Material by mistake
  733. var lineWidth = material.linewidth !== undefined ? material.linewidth : 1;
  734. state.setLineWidth( lineWidth * pixelRatio );
  735. if ( updateBuffers ) {
  736. setupVertexAttributes( material, program, geometry, 0 );
  737. }
  738. var position = geometry.attributes.position;
  739. var drawcall = geometry.drawcalls;
  740. if ( drawcall.length === 0 ) {
  741. _gl.drawArrays( mode, 0, position.array.length / 3 );
  742. _infoRender.calls ++;
  743. _infoRender.vertices += position.array.length / 3;
  744. } else {
  745. for ( var i = 0, il = drawcall.length; i < il; i ++ ) {
  746. _gl.drawArrays( mode, drawcall[ i ].index, drawcall[ i ].count );
  747. _infoRender.calls ++;
  748. _infoRender.vertices += drawcall[ i ].count;
  749. }
  750. }
  751. }
  752. function renderIndexedPointCloud( material, geometry, program, updateBuffers ) {
  753. var mode = _gl.POINTS;
  754. var index = geometry.attributes.index;
  755. var indexBuffer = objects.getAttributeBuffer( index );
  756. var type, size;
  757. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  758. type = _gl.UNSIGNED_INT;
  759. size = 4;
  760. } else {
  761. type = _gl.UNSIGNED_SHORT;
  762. size = 2;
  763. }
  764. var drawcall = geometry.drawcalls;
  765. if ( drawcall.length === 0 ) {
  766. if ( updateBuffers ) {
  767. setupVertexAttributes( material, program, geometry, 0 );
  768. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  769. }
  770. _gl.drawElements( mode, index.array.length, type, 0 );
  771. _infoRender.calls ++;
  772. _infoRender.points += index.array.length;
  773. } else {
  774. // if there is more than 1 chunk
  775. // must set attribute pointers to use new drawcall for each chunk
  776. // even if geometry and materials didn't change
  777. if ( drawcall.length > 1 ) updateBuffers = true;
  778. for ( var i = 0, il = drawcall.length; i < il; i ++ ) {
  779. var startIndex = drawcall[ i ].index;
  780. if ( updateBuffers ) {
  781. setupVertexAttributes( material, program, geometry, startIndex );
  782. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  783. }
  784. _gl.drawElements( mode, drawcall[ i ].count, type, drawcall[ i ].start * size );
  785. _infoRender.calls ++;
  786. _infoRender.points += drawcall[ i ].count;
  787. }
  788. }
  789. }
  790. function renderPointCloud( material, geometry, program, updateBuffers ) {
  791. var mode = _gl.POINTS;
  792. if ( updateBuffers ) {
  793. setupVertexAttributes( material, program, geometry, 0 );
  794. }
  795. var position = geometry.attributes.position;
  796. var drawcall = geometry.drawcalls;
  797. if ( drawcall.length === 0 ) {
  798. _gl.drawArrays( mode, 0, position.array.length / 3 );
  799. _infoRender.calls ++;
  800. _infoRender.points += position.array.length / 3;
  801. } else {
  802. for ( var i = 0, il = drawcall.length; i < il; i ++ ) {
  803. _gl.drawArrays( mode, drawcall[ i ].index, drawcall[ i ].count );
  804. _infoRender.calls ++;
  805. _infoRender.points += drawcall[ i ].count;
  806. }
  807. }
  808. }
  809. // Sorting
  810. function numericalSort ( a, b ) {
  811. return b[ 0 ] - a[ 0 ];
  812. }
  813. function painterSortStable ( a, b ) {
  814. if ( a.object.renderOrder !== b.object.renderOrder ) {
  815. return a.object.renderOrder - b.object.renderOrder;
  816. } else if ( a.object.material.id !== b.object.material.id ) {
  817. return a.object.material.id - b.object.material.id;
  818. } else if ( a.z !== b.z ) {
  819. return a.z - b.z;
  820. } else {
  821. return a.id - b.id;
  822. }
  823. }
  824. function reversePainterSortStable ( a, b ) {
  825. if ( a.object.renderOrder !== b.object.renderOrder ) {
  826. return a.object.renderOrder - b.object.renderOrder;
  827. } if ( a.z !== b.z ) {
  828. return b.z - a.z;
  829. } else {
  830. return a.id - b.id;
  831. }
  832. }
  833. // Rendering
  834. this.render = function ( scene, camera, renderTarget, forceClear ) {
  835. if ( camera instanceof THREE.Camera === false ) {
  836. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  837. return;
  838. }
  839. var fog = scene.fog;
  840. // reset caching for this frame
  841. _currentGeometryProgram = '';
  842. _currentMaterialId = - 1;
  843. _currentCamera = null;
  844. _lightsNeedUpdate = true;
  845. // update scene graph
  846. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  847. // update camera matrices and frustum
  848. if ( camera.parent === null ) camera.updateMatrixWorld();
  849. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  850. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  851. _frustum.setFromMatrix( _projScreenMatrix );
  852. lights.length = 0;
  853. opaqueObjects.length = 0;
  854. transparentObjects.length = 0;
  855. opaqueImmediateObjects.length = 0;
  856. transparentImmediateObjects.length = 0;
  857. sprites.length = 0;
  858. lensFlares.length = 0;
  859. projectObject( scene );
  860. if ( _this.sortObjects === true ) {
  861. opaqueObjects.sort( painterSortStable );
  862. transparentObjects.sort( reversePainterSortStable );
  863. }
  864. //
  865. shadowMap.render( scene, camera );
  866. //
  867. _infoRender.calls = 0;
  868. _infoRender.vertices = 0;
  869. _infoRender.faces = 0;
  870. _infoRender.points = 0;
  871. this.setRenderTarget( renderTarget );
  872. if ( this.autoClear || forceClear ) {
  873. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  874. }
  875. //
  876. if ( scene.overrideMaterial ) {
  877. var overrideMaterial = scene.overrideMaterial;
  878. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  879. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  880. renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog, overrideMaterial );
  881. renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog, overrideMaterial );
  882. } else {
  883. // opaque pass (front-to-back order)
  884. state.setBlending( THREE.NoBlending );
  885. renderObjects( opaqueObjects, camera, lights, fog );
  886. renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog );
  887. // transparent pass (back-to-front order)
  888. renderObjects( transparentObjects, camera, lights, fog );
  889. renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog );
  890. }
  891. // custom render plugins (post pass)
  892. spritePlugin.render( scene, camera );
  893. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  894. // Generate mipmap if we're using any kind of mipmap filtering
  895. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  896. updateRenderTargetMipmap( renderTarget );
  897. }
  898. // Ensure depth buffer writing is enabled so it can be cleared on next render
  899. state.setDepthTest( true );
  900. state.setDepthWrite( true );
  901. state.setColorWrite( true );
  902. // _gl.finish();
  903. };
  904. function projectObject( object ) {
  905. if ( object.visible === false ) return;
  906. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  907. // skip
  908. } else {
  909. // update Skeleton objects
  910. if ( object instanceof THREE.SkinnedMesh ) {
  911. object.skeleton.update();
  912. }
  913. objects.init( object );
  914. if ( object instanceof THREE.Light ) {
  915. lights.push( object );
  916. } else if ( object instanceof THREE.Sprite ) {
  917. sprites.push( object );
  918. } else if ( object instanceof THREE.LensFlare ) {
  919. lensFlares.push( object );
  920. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  921. var material = object.material;
  922. if ( material.transparent ) {
  923. transparentImmediateObjects.push( object );
  924. } else {
  925. opaqueImmediateObjects.push( object );
  926. }
  927. } else {
  928. var webglObject = objects.objects[ object.id ];
  929. if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  930. var material = object.material;
  931. if ( material !== null && material.visible === true ) {
  932. if ( properties.get( material ) ) {
  933. material.program = properties.get( material ).program;
  934. }
  935. if ( material.transparent ) {
  936. transparentObjects.push( webglObject );
  937. } else {
  938. opaqueObjects.push( webglObject );
  939. }
  940. if ( _this.sortObjects === true ) {
  941. _vector3.setFromMatrixPosition( object.matrixWorld );
  942. _vector3.applyProjection( _projScreenMatrix );
  943. webglObject.z = _vector3.z;
  944. }
  945. }
  946. }
  947. }
  948. }
  949. var children = object.children;
  950. for ( var i = 0, l = children.length; i < l; i ++ ) {
  951. projectObject( children[ i ] );
  952. }
  953. }
  954. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  955. var material = overrideMaterial;
  956. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  957. var webglObject = renderList[ i ];
  958. var object = webglObject.object;
  959. var geometry = objects.update( object );
  960. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  961. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  962. if ( overrideMaterial === undefined ) material = object.material;
  963. if ( material instanceof THREE.MeshFaceMaterial ) {
  964. var materials = material.materials;
  965. for ( var j = 0, jl = materials.length; j < jl; j ++ ) {
  966. material = materials[ j ];
  967. if ( material.visible ) {
  968. _this.renderBufferDirect( camera, lights, fog, geometry, material, object );
  969. }
  970. }
  971. } else {
  972. _this.renderBufferDirect( camera, lights, fog, geometry, material, object );
  973. }
  974. }
  975. }
  976. function renderObjectsImmediate( renderList, camera, lights, fog, overrideMaterial ) {
  977. var material = overrideMaterial;
  978. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  979. var object = renderList[ i ];
  980. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  981. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  982. if ( overrideMaterial === undefined ) material = object.material;
  983. setMaterial( material );
  984. var program = setProgram( camera, lights, fog, material, object );
  985. _currentGeometryProgram = '';
  986. object.render( function ( object ) {
  987. _this.renderBufferImmediate( object, program, material );
  988. } );
  989. }
  990. }
  991. // Materials
  992. var shaderIDs = {
  993. MeshDepthMaterial: 'depth',
  994. MeshNormalMaterial: 'normal',
  995. MeshBasicMaterial: 'basic',
  996. MeshLambertMaterial: 'lambert',
  997. MeshPhongMaterial: 'phong',
  998. LineBasicMaterial: 'basic',
  999. LineDashedMaterial: 'dashed',
  1000. PointCloudMaterial: 'particle_basic'
  1001. };
  1002. function initMaterial( material, lights, fog, object ) {
  1003. var materialProperties = properties.get( material );
  1004. var shaderID = shaderIDs[ material.type ];
  1005. // heuristics to create shader parameters according to lights in the scene
  1006. // (not to blow over maxLights budget)
  1007. var maxLightCount = allocateLights( lights );
  1008. var maxShadows = allocateShadows( lights );
  1009. var maxBones = allocateBones( object );
  1010. var precision = _precision;
  1011. if ( material.precision !== null ) {
  1012. precision = state.getMaxPrecision( material.precision );
  1013. if ( precision !== material.precision ) {
  1014. console.warn( 'THREE.WebGLRenderer.initMaterial:', material.precision, 'not supported, using', precision, 'instead.' );
  1015. }
  1016. }
  1017. var parameters = {
  1018. precision: precision,
  1019. supportsVertexTextures: _supportsVertexTextures,
  1020. map: !! material.map,
  1021. envMap: !! material.envMap,
  1022. envMapMode: material.envMap && material.envMap.mapping,
  1023. lightMap: !! material.lightMap,
  1024. aoMap: !! material.aoMap,
  1025. emissiveMap: !! material.emissiveMap,
  1026. bumpMap: !! material.bumpMap,
  1027. normalMap: !! material.normalMap,
  1028. specularMap: !! material.specularMap,
  1029. alphaMap: !! material.alphaMap,
  1030. combine: material.combine,
  1031. vertexColors: material.vertexColors,
  1032. fog: fog,
  1033. useFog: material.fog,
  1034. fogExp: fog instanceof THREE.FogExp2,
  1035. flatShading: material.shading === THREE.FlatShading,
  1036. sizeAttenuation: material.sizeAttenuation,
  1037. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  1038. skinning: material.skinning,
  1039. maxBones: maxBones,
  1040. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  1041. morphTargets: material.morphTargets,
  1042. morphNormals: material.morphNormals,
  1043. maxMorphTargets: _this.maxMorphTargets,
  1044. maxMorphNormals: _this.maxMorphNormals,
  1045. maxDirLights: maxLightCount.directional,
  1046. maxPointLights: maxLightCount.point,
  1047. maxSpotLights: maxLightCount.spot,
  1048. maxHemiLights: maxLightCount.hemi,
  1049. maxShadows: maxShadows,
  1050. shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
  1051. shadowMapType: shadowMap.type,
  1052. shadowMapDebug: shadowMap.debug,
  1053. alphaTest: material.alphaTest,
  1054. metal: material.metal,
  1055. doubleSided: material.side === THREE.DoubleSide,
  1056. flipSided: material.side === THREE.BackSide
  1057. };
  1058. // Generate code
  1059. var chunks = [];
  1060. if ( shaderID ) {
  1061. chunks.push( shaderID );
  1062. } else {
  1063. chunks.push( material.fragmentShader );
  1064. chunks.push( material.vertexShader );
  1065. }
  1066. if ( material.defines !== undefined ) {
  1067. for ( var name in material.defines ) {
  1068. chunks.push( name );
  1069. chunks.push( material.defines[ name ] );
  1070. }
  1071. }
  1072. for ( var name in parameters ) {
  1073. chunks.push( name );
  1074. chunks.push( parameters[ name ] );
  1075. }
  1076. var code = chunks.join();
  1077. var programChange = true;
  1078. if ( ! materialProperties.program ) {
  1079. // new material
  1080. material.addEventListener( 'dispose', onMaterialDispose );
  1081. } else if ( materialProperties.program.code !== code ) {
  1082. // changed glsl or parameters
  1083. releaseMaterialProgramReference( material );
  1084. } else if ( shaderID !== undefined ) {
  1085. // same glsl and uniform list
  1086. return;
  1087. } else {
  1088. // only rebuild uniform list
  1089. programChange = false;
  1090. }
  1091. if ( shaderID ) {
  1092. var shader = THREE.ShaderLib[ shaderID ];
  1093. materialProperties.__webglShader = {
  1094. name: material.type,
  1095. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  1096. vertexShader: shader.vertexShader,
  1097. fragmentShader: shader.fragmentShader
  1098. };
  1099. } else {
  1100. materialProperties.__webglShader = {
  1101. name: material.type,
  1102. uniforms: material.uniforms,
  1103. vertexShader: material.vertexShader,
  1104. fragmentShader: material.fragmentShader
  1105. };
  1106. }
  1107. var program;
  1108. // Check if code has been already compiled
  1109. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  1110. var programInfo = _programs[ p ];
  1111. if ( programInfo.code === code ) {
  1112. program = programInfo;
  1113. if ( programChange ) {
  1114. program.usedTimes ++;
  1115. }
  1116. break;
  1117. }
  1118. }
  1119. if ( program === undefined ) {
  1120. material.__webglShader = materialProperties.__webglShader;
  1121. program = new THREE.WebGLProgram( _this, code, material, parameters );
  1122. _programs.push( program );
  1123. _infoMemory.programs = _programs.length;
  1124. }
  1125. materialProperties.program = program;
  1126. var attributes = program.getAttributes();
  1127. if ( material.morphTargets ) {
  1128. material.numSupportedMorphTargets = 0;
  1129. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  1130. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  1131. material.numSupportedMorphTargets ++;
  1132. }
  1133. }
  1134. }
  1135. if ( material.morphNormals ) {
  1136. material.numSupportedMorphNormals = 0;
  1137. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  1138. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  1139. material.numSupportedMorphNormals ++;
  1140. }
  1141. }
  1142. }
  1143. materialProperties.uniformsList = [];
  1144. var uniformLocations = materialProperties.program.getUniforms();
  1145. for ( var u in materialProperties.__webglShader.uniforms ) {
  1146. var location = uniformLocations[ u ];
  1147. if ( location ) {
  1148. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  1149. }
  1150. }
  1151. }
  1152. function setMaterial( material ) {
  1153. setMaterialFaces( material );
  1154. if ( material.transparent === true ) {
  1155. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  1156. } else {
  1157. state.setBlending( THREE.NoBlending );
  1158. }
  1159. state.setDepthFunc( material.depthFunc );
  1160. state.setDepthTest( material.depthTest );
  1161. state.setDepthWrite( material.depthWrite );
  1162. state.setColorWrite( material.colorWrite );
  1163. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1164. }
  1165. function setMaterialFaces( material ) {
  1166. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  1167. state.setFlipSided( material.side === THREE.BackSide );
  1168. }
  1169. function setProgram( camera, lights, fog, material, object ) {
  1170. _usedTextureUnits = 0;
  1171. var materialProperties = properties.get( material );
  1172. if ( material.needsUpdate || ! materialProperties.program ) {
  1173. initMaterial( material, lights, fog, object );
  1174. material.needsUpdate = false;
  1175. }
  1176. var refreshProgram = false;
  1177. var refreshMaterial = false;
  1178. var refreshLights = false;
  1179. var program = materialProperties.program,
  1180. p_uniforms = program.getUniforms(),
  1181. m_uniforms = materialProperties.__webglShader.uniforms;
  1182. if ( program.id !== _currentProgram ) {
  1183. _gl.useProgram( program.program );
  1184. _currentProgram = program.id;
  1185. refreshProgram = true;
  1186. refreshMaterial = true;
  1187. refreshLights = true;
  1188. }
  1189. if ( material.id !== _currentMaterialId ) {
  1190. if ( _currentMaterialId === - 1 ) refreshLights = true;
  1191. _currentMaterialId = material.id;
  1192. refreshMaterial = true;
  1193. }
  1194. if ( refreshProgram || camera !== _currentCamera ) {
  1195. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  1196. if ( _logarithmicDepthBuffer ) {
  1197. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  1198. }
  1199. if ( camera !== _currentCamera ) _currentCamera = camera;
  1200. // load material specific uniforms
  1201. // (shader material also gets them for the sake of genericity)
  1202. if ( material instanceof THREE.ShaderMaterial ||
  1203. material instanceof THREE.MeshPhongMaterial ||
  1204. material.envMap ) {
  1205. if ( p_uniforms.cameraPosition !== undefined ) {
  1206. _vector3.setFromMatrixPosition( camera.matrixWorld );
  1207. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  1208. }
  1209. }
  1210. if ( material instanceof THREE.MeshPhongMaterial ||
  1211. material instanceof THREE.MeshLambertMaterial ||
  1212. material instanceof THREE.MeshBasicMaterial ||
  1213. material instanceof THREE.ShaderMaterial ||
  1214. material.skinning ) {
  1215. if ( p_uniforms.viewMatrix !== undefined ) {
  1216. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  1217. }
  1218. }
  1219. }
  1220. // skinning uniforms must be set even if material didn't change
  1221. // auto-setting of texture unit for bone texture must go before other textures
  1222. // not sure why, but otherwise weird things happen
  1223. if ( material.skinning ) {
  1224. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  1225. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  1226. }
  1227. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  1228. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  1229. }
  1230. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  1231. if ( p_uniforms.boneTexture !== undefined ) {
  1232. var textureUnit = getTextureUnit();
  1233. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  1234. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  1235. }
  1236. if ( p_uniforms.boneTextureWidth !== undefined ) {
  1237. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  1238. }
  1239. if ( p_uniforms.boneTextureHeight !== undefined ) {
  1240. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  1241. }
  1242. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  1243. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  1244. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  1245. }
  1246. }
  1247. }
  1248. if ( refreshMaterial ) {
  1249. // refresh uniforms common to several materials
  1250. if ( fog && material.fog ) {
  1251. refreshUniformsFog( m_uniforms, fog );
  1252. }
  1253. if ( material instanceof THREE.MeshPhongMaterial ||
  1254. material instanceof THREE.MeshLambertMaterial ||
  1255. material.lights ) {
  1256. if ( _lightsNeedUpdate ) {
  1257. refreshLights = true;
  1258. setupLights( lights );
  1259. _lightsNeedUpdate = false;
  1260. }
  1261. if ( refreshLights ) {
  1262. refreshUniformsLights( m_uniforms, _lights );
  1263. markUniformsLightsNeedsUpdate( m_uniforms, true );
  1264. } else {
  1265. markUniformsLightsNeedsUpdate( m_uniforms, false );
  1266. }
  1267. }
  1268. if ( material instanceof THREE.MeshBasicMaterial ||
  1269. material instanceof THREE.MeshLambertMaterial ||
  1270. material instanceof THREE.MeshPhongMaterial ) {
  1271. refreshUniformsCommon( m_uniforms, material );
  1272. }
  1273. // refresh single material specific uniforms
  1274. if ( material instanceof THREE.LineBasicMaterial ) {
  1275. refreshUniformsLine( m_uniforms, material );
  1276. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1277. refreshUniformsLine( m_uniforms, material );
  1278. refreshUniformsDash( m_uniforms, material );
  1279. } else if ( material instanceof THREE.PointCloudMaterial ) {
  1280. refreshUniformsParticle( m_uniforms, material );
  1281. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1282. refreshUniformsPhong( m_uniforms, material );
  1283. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1284. refreshUniformsLambert( m_uniforms, material );
  1285. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1286. refreshUniformsBasic( m_uniforms, material );
  1287. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1288. m_uniforms.mNear.value = camera.near;
  1289. m_uniforms.mFar.value = camera.far;
  1290. m_uniforms.opacity.value = material.opacity;
  1291. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1292. m_uniforms.opacity.value = material.opacity;
  1293. }
  1294. if ( object.receiveShadow && ! material._shadowPass ) {
  1295. refreshUniformsShadow( m_uniforms, lights );
  1296. }
  1297. // load common uniforms
  1298. loadUniformsGeneric( materialProperties.uniformsList );
  1299. }
  1300. loadUniformsMatrices( p_uniforms, object );
  1301. if ( p_uniforms.modelMatrix !== undefined ) {
  1302. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1303. }
  1304. return program;
  1305. }
  1306. // Uniforms (refresh uniforms objects)
  1307. function refreshUniformsCommon ( uniforms, material ) {
  1308. uniforms.opacity.value = material.opacity;
  1309. uniforms.diffuse.value = material.color;
  1310. uniforms.map.value = material.map;
  1311. uniforms.specularMap.value = material.specularMap;
  1312. uniforms.alphaMap.value = material.alphaMap;
  1313. if ( material.bumpMap ) {
  1314. uniforms.bumpMap.value = material.bumpMap;
  1315. uniforms.bumpScale.value = material.bumpScale;
  1316. }
  1317. if ( material.normalMap ) {
  1318. uniforms.normalMap.value = material.normalMap;
  1319. uniforms.normalScale.value.copy( material.normalScale );
  1320. }
  1321. // uv repeat and offset setting priorities
  1322. // 1. color map
  1323. // 2. specular map
  1324. // 3. normal map
  1325. // 4. bump map
  1326. // 5. alpha map
  1327. // 6. emissive map
  1328. var uvScaleMap;
  1329. if ( material.map ) {
  1330. uvScaleMap = material.map;
  1331. } else if ( material.specularMap ) {
  1332. uvScaleMap = material.specularMap;
  1333. } else if ( material.normalMap ) {
  1334. uvScaleMap = material.normalMap;
  1335. } else if ( material.bumpMap ) {
  1336. uvScaleMap = material.bumpMap;
  1337. } else if ( material.alphaMap ) {
  1338. uvScaleMap = material.alphaMap;
  1339. } else if ( material.emissiveMap ) {
  1340. uvScaleMap = material.emissiveMap;
  1341. }
  1342. if ( uvScaleMap !== undefined ) {
  1343. var offset = uvScaleMap.offset;
  1344. var repeat = uvScaleMap.repeat;
  1345. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1346. }
  1347. uniforms.envMap.value = material.envMap;
  1348. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1349. uniforms.reflectivity.value = material.reflectivity;
  1350. uniforms.refractionRatio.value = material.refractionRatio;
  1351. }
  1352. function refreshUniformsLine ( uniforms, material ) {
  1353. uniforms.diffuse.value = material.color;
  1354. uniforms.opacity.value = material.opacity;
  1355. }
  1356. function refreshUniformsDash ( uniforms, material ) {
  1357. uniforms.dashSize.value = material.dashSize;
  1358. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1359. uniforms.scale.value = material.scale;
  1360. }
  1361. function refreshUniformsParticle ( uniforms, material ) {
  1362. uniforms.psColor.value = material.color;
  1363. uniforms.opacity.value = material.opacity;
  1364. uniforms.size.value = material.size;
  1365. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1366. uniforms.map.value = material.map;
  1367. if ( material.map !== null ) {
  1368. var offset = material.map.offset;
  1369. var repeat = material.map.repeat;
  1370. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1371. }
  1372. }
  1373. function refreshUniformsFog ( uniforms, fog ) {
  1374. uniforms.fogColor.value = fog.color;
  1375. if ( fog instanceof THREE.Fog ) {
  1376. uniforms.fogNear.value = fog.near;
  1377. uniforms.fogFar.value = fog.far;
  1378. } else if ( fog instanceof THREE.FogExp2 ) {
  1379. uniforms.fogDensity.value = fog.density;
  1380. }
  1381. }
  1382. function refreshUniformsPhong ( uniforms, material ) {
  1383. uniforms.shininess.value = material.shininess;
  1384. uniforms.emissive.value = material.emissive;
  1385. uniforms.specular.value = material.specular;
  1386. uniforms.lightMap.value = material.lightMap;
  1387. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1388. uniforms.aoMap.value = material.aoMap;
  1389. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1390. uniforms.emissiveMap.value = material.emissiveMap;
  1391. }
  1392. function refreshUniformsLambert ( uniforms, material ) {
  1393. uniforms.emissive.value = material.emissive;
  1394. }
  1395. function refreshUniformsBasic ( uniforms, material ) {
  1396. uniforms.aoMap.value = material.aoMap;
  1397. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1398. }
  1399. function refreshUniformsLights ( uniforms, lights ) {
  1400. uniforms.ambientLightColor.value = lights.ambient;
  1401. uniforms.directionalLightColor.value = lights.directional.colors;
  1402. uniforms.directionalLightDirection.value = lights.directional.positions;
  1403. uniforms.pointLightColor.value = lights.point.colors;
  1404. uniforms.pointLightPosition.value = lights.point.positions;
  1405. uniforms.pointLightDistance.value = lights.point.distances;
  1406. uniforms.pointLightDecay.value = lights.point.decays;
  1407. uniforms.spotLightColor.value = lights.spot.colors;
  1408. uniforms.spotLightPosition.value = lights.spot.positions;
  1409. uniforms.spotLightDistance.value = lights.spot.distances;
  1410. uniforms.spotLightDirection.value = lights.spot.directions;
  1411. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1412. uniforms.spotLightExponent.value = lights.spot.exponents;
  1413. uniforms.spotLightDecay.value = lights.spot.decays;
  1414. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1415. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1416. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1417. }
  1418. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1419. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1420. uniforms.ambientLightColor.needsUpdate = value;
  1421. uniforms.directionalLightColor.needsUpdate = value;
  1422. uniforms.directionalLightDirection.needsUpdate = value;
  1423. uniforms.pointLightColor.needsUpdate = value;
  1424. uniforms.pointLightPosition.needsUpdate = value;
  1425. uniforms.pointLightDistance.needsUpdate = value;
  1426. uniforms.pointLightDecay.needsUpdate = value;
  1427. uniforms.spotLightColor.needsUpdate = value;
  1428. uniforms.spotLightPosition.needsUpdate = value;
  1429. uniforms.spotLightDistance.needsUpdate = value;
  1430. uniforms.spotLightDirection.needsUpdate = value;
  1431. uniforms.spotLightAngleCos.needsUpdate = value;
  1432. uniforms.spotLightExponent.needsUpdate = value;
  1433. uniforms.spotLightDecay.needsUpdate = value;
  1434. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  1435. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  1436. uniforms.hemisphereLightDirection.needsUpdate = value;
  1437. }
  1438. function refreshUniformsShadow ( uniforms, lights ) {
  1439. if ( uniforms.shadowMatrix ) {
  1440. var j = 0;
  1441. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1442. var light = lights[ i ];
  1443. if ( ! light.castShadow ) continue;
  1444. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight ) ) {
  1445. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1446. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1447. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1448. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1449. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1450. j ++;
  1451. }
  1452. }
  1453. }
  1454. }
  1455. // Uniforms (load to GPU)
  1456. function loadUniformsMatrices ( uniforms, object ) {
  1457. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  1458. if ( uniforms.normalMatrix ) {
  1459. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  1460. }
  1461. }
  1462. function getTextureUnit() {
  1463. var textureUnit = _usedTextureUnits;
  1464. if ( textureUnit >= _maxTextures ) {
  1465. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  1466. }
  1467. _usedTextureUnits += 1;
  1468. return textureUnit;
  1469. }
  1470. function loadUniformsGeneric ( uniforms ) {
  1471. var texture, textureUnit, offset;
  1472. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1473. var uniform = uniforms[ j ][ 0 ];
  1474. // needsUpdate property is not added to all uniforms.
  1475. if ( uniform.needsUpdate === false ) continue;
  1476. var type = uniform.type;
  1477. var value = uniform.value;
  1478. var location = uniforms[ j ][ 1 ];
  1479. switch ( type ) {
  1480. case '1i':
  1481. _gl.uniform1i( location, value );
  1482. break;
  1483. case '1f':
  1484. _gl.uniform1f( location, value );
  1485. break;
  1486. case '2f':
  1487. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1488. break;
  1489. case '3f':
  1490. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1491. break;
  1492. case '4f':
  1493. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1494. break;
  1495. case '1iv':
  1496. _gl.uniform1iv( location, value );
  1497. break;
  1498. case '3iv':
  1499. _gl.uniform3iv( location, value );
  1500. break;
  1501. case '1fv':
  1502. _gl.uniform1fv( location, value );
  1503. break;
  1504. case '2fv':
  1505. _gl.uniform2fv( location, value );
  1506. break;
  1507. case '3fv':
  1508. _gl.uniform3fv( location, value );
  1509. break;
  1510. case '4fv':
  1511. _gl.uniform4fv( location, value );
  1512. break;
  1513. case 'Matrix3fv':
  1514. _gl.uniformMatrix3fv( location, false, value );
  1515. break;
  1516. case 'Matrix4fv':
  1517. _gl.uniformMatrix4fv( location, false, value );
  1518. break;
  1519. //
  1520. case 'i':
  1521. // single integer
  1522. _gl.uniform1i( location, value );
  1523. break;
  1524. case 'f':
  1525. // single float
  1526. _gl.uniform1f( location, value );
  1527. break;
  1528. case 'v2':
  1529. // single THREE.Vector2
  1530. _gl.uniform2f( location, value.x, value.y );
  1531. break;
  1532. case 'v3':
  1533. // single THREE.Vector3
  1534. _gl.uniform3f( location, value.x, value.y, value.z );
  1535. break;
  1536. case 'v4':
  1537. // single THREE.Vector4
  1538. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1539. break;
  1540. case 'c':
  1541. // single THREE.Color
  1542. _gl.uniform3f( location, value.r, value.g, value.b );
  1543. break;
  1544. case 'iv1':
  1545. // flat array of integers (JS or typed array)
  1546. _gl.uniform1iv( location, value );
  1547. break;
  1548. case 'iv':
  1549. // flat array of integers with 3 x N size (JS or typed array)
  1550. _gl.uniform3iv( location, value );
  1551. break;
  1552. case 'fv1':
  1553. // flat array of floats (JS or typed array)
  1554. _gl.uniform1fv( location, value );
  1555. break;
  1556. case 'fv':
  1557. // flat array of floats with 3 x N size (JS or typed array)
  1558. _gl.uniform3fv( location, value );
  1559. break;
  1560. case 'v2v':
  1561. // array of THREE.Vector2
  1562. if ( uniform._array === undefined ) {
  1563. uniform._array = new Float32Array( 2 * value.length );
  1564. }
  1565. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1566. offset = i * 2;
  1567. uniform._array[ offset + 0 ] = value[ i ].x;
  1568. uniform._array[ offset + 1 ] = value[ i ].y;
  1569. }
  1570. _gl.uniform2fv( location, uniform._array );
  1571. break;
  1572. case 'v3v':
  1573. // array of THREE.Vector3
  1574. if ( uniform._array === undefined ) {
  1575. uniform._array = new Float32Array( 3 * value.length );
  1576. }
  1577. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1578. offset = i * 3;
  1579. uniform._array[ offset + 0 ] = value[ i ].x;
  1580. uniform._array[ offset + 1 ] = value[ i ].y;
  1581. uniform._array[ offset + 2 ] = value[ i ].z;
  1582. }
  1583. _gl.uniform3fv( location, uniform._array );
  1584. break;
  1585. case 'v4v':
  1586. // array of THREE.Vector4
  1587. if ( uniform._array === undefined ) {
  1588. uniform._array = new Float32Array( 4 * value.length );
  1589. }
  1590. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1591. offset = i * 4;
  1592. uniform._array[ offset + 0 ] = value[ i ].x;
  1593. uniform._array[ offset + 1 ] = value[ i ].y;
  1594. uniform._array[ offset + 2 ] = value[ i ].z;
  1595. uniform._array[ offset + 3 ] = value[ i ].w;
  1596. }
  1597. _gl.uniform4fv( location, uniform._array );
  1598. break;
  1599. case 'm3':
  1600. // single THREE.Matrix3
  1601. _gl.uniformMatrix3fv( location, false, value.elements );
  1602. break;
  1603. case 'm3v':
  1604. // array of THREE.Matrix3
  1605. if ( uniform._array === undefined ) {
  1606. uniform._array = new Float32Array( 9 * value.length );
  1607. }
  1608. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1609. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1610. }
  1611. _gl.uniformMatrix3fv( location, false, uniform._array );
  1612. break;
  1613. case 'm4':
  1614. // single THREE.Matrix4
  1615. _gl.uniformMatrix4fv( location, false, value.elements );
  1616. break;
  1617. case 'm4v':
  1618. // array of THREE.Matrix4
  1619. if ( uniform._array === undefined ) {
  1620. uniform._array = new Float32Array( 16 * value.length );
  1621. }
  1622. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1623. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1624. }
  1625. _gl.uniformMatrix4fv( location, false, uniform._array );
  1626. break;
  1627. case 't':
  1628. // single THREE.Texture (2d or cube)
  1629. texture = value;
  1630. textureUnit = getTextureUnit();
  1631. _gl.uniform1i( location, textureUnit );
  1632. if ( ! texture ) continue;
  1633. if ( texture instanceof THREE.CubeTexture ||
  1634. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1635. // CompressedTexture can have Array in image :/
  1636. setCubeTexture( texture, textureUnit );
  1637. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1638. setCubeTextureDynamic( texture, textureUnit );
  1639. } else {
  1640. _this.setTexture( texture, textureUnit );
  1641. }
  1642. break;
  1643. case 'tv':
  1644. // array of THREE.Texture (2d)
  1645. if ( uniform._array === undefined ) {
  1646. uniform._array = [];
  1647. }
  1648. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1649. uniform._array[ i ] = getTextureUnit();
  1650. }
  1651. _gl.uniform1iv( location, uniform._array );
  1652. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1653. texture = uniform.value[ i ];
  1654. textureUnit = uniform._array[ i ];
  1655. if ( ! texture ) continue;
  1656. _this.setTexture( texture, textureUnit );
  1657. }
  1658. break;
  1659. default:
  1660. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1661. }
  1662. }
  1663. }
  1664. function setColorLinear( array, offset, color, intensity ) {
  1665. array[ offset + 0 ] = color.r * intensity;
  1666. array[ offset + 1 ] = color.g * intensity;
  1667. array[ offset + 2 ] = color.b * intensity;
  1668. }
  1669. function setupLights ( lights ) {
  1670. var l, ll, light,
  1671. r = 0, g = 0, b = 0,
  1672. color, skyColor, groundColor,
  1673. intensity,
  1674. distance,
  1675. zlights = _lights,
  1676. dirColors = zlights.directional.colors,
  1677. dirPositions = zlights.directional.positions,
  1678. pointColors = zlights.point.colors,
  1679. pointPositions = zlights.point.positions,
  1680. pointDistances = zlights.point.distances,
  1681. pointDecays = zlights.point.decays,
  1682. spotColors = zlights.spot.colors,
  1683. spotPositions = zlights.spot.positions,
  1684. spotDistances = zlights.spot.distances,
  1685. spotDirections = zlights.spot.directions,
  1686. spotAnglesCos = zlights.spot.anglesCos,
  1687. spotExponents = zlights.spot.exponents,
  1688. spotDecays = zlights.spot.decays,
  1689. hemiSkyColors = zlights.hemi.skyColors,
  1690. hemiGroundColors = zlights.hemi.groundColors,
  1691. hemiPositions = zlights.hemi.positions,
  1692. dirLength = 0,
  1693. pointLength = 0,
  1694. spotLength = 0,
  1695. hemiLength = 0,
  1696. dirCount = 0,
  1697. pointCount = 0,
  1698. spotCount = 0,
  1699. hemiCount = 0,
  1700. dirOffset = 0,
  1701. pointOffset = 0,
  1702. spotOffset = 0,
  1703. hemiOffset = 0;
  1704. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1705. light = lights[ l ];
  1706. if ( light.onlyShadow ) continue;
  1707. color = light.color;
  1708. intensity = light.intensity;
  1709. distance = light.distance;
  1710. if ( light instanceof THREE.AmbientLight ) {
  1711. if ( ! light.visible ) continue;
  1712. r += color.r;
  1713. g += color.g;
  1714. b += color.b;
  1715. } else if ( light instanceof THREE.DirectionalLight ) {
  1716. dirCount += 1;
  1717. if ( ! light.visible ) continue;
  1718. _direction.setFromMatrixPosition( light.matrixWorld );
  1719. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1720. _direction.sub( _vector3 );
  1721. _direction.normalize();
  1722. dirOffset = dirLength * 3;
  1723. dirPositions[ dirOffset + 0 ] = _direction.x;
  1724. dirPositions[ dirOffset + 1 ] = _direction.y;
  1725. dirPositions[ dirOffset + 2 ] = _direction.z;
  1726. setColorLinear( dirColors, dirOffset, color, intensity );
  1727. dirLength += 1;
  1728. } else if ( light instanceof THREE.PointLight ) {
  1729. pointCount += 1;
  1730. if ( ! light.visible ) continue;
  1731. pointOffset = pointLength * 3;
  1732. setColorLinear( pointColors, pointOffset, color, intensity );
  1733. _vector3.setFromMatrixPosition( light.matrixWorld );
  1734. pointPositions[ pointOffset + 0 ] = _vector3.x;
  1735. pointPositions[ pointOffset + 1 ] = _vector3.y;
  1736. pointPositions[ pointOffset + 2 ] = _vector3.z;
  1737. // distance is 0 if decay is 0, because there is no attenuation at all.
  1738. pointDistances[ pointLength ] = distance;
  1739. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1740. pointLength += 1;
  1741. } else if ( light instanceof THREE.SpotLight ) {
  1742. spotCount += 1;
  1743. if ( ! light.visible ) continue;
  1744. spotOffset = spotLength * 3;
  1745. setColorLinear( spotColors, spotOffset, color, intensity );
  1746. _direction.setFromMatrixPosition( light.matrixWorld );
  1747. spotPositions[ spotOffset + 0 ] = _direction.x;
  1748. spotPositions[ spotOffset + 1 ] = _direction.y;
  1749. spotPositions[ spotOffset + 2 ] = _direction.z;
  1750. spotDistances[ spotLength ] = distance;
  1751. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1752. _direction.sub( _vector3 );
  1753. _direction.normalize();
  1754. spotDirections[ spotOffset + 0 ] = _direction.x;
  1755. spotDirections[ spotOffset + 1 ] = _direction.y;
  1756. spotDirections[ spotOffset + 2 ] = _direction.z;
  1757. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1758. spotExponents[ spotLength ] = light.exponent;
  1759. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1760. spotLength += 1;
  1761. } else if ( light instanceof THREE.HemisphereLight ) {
  1762. hemiCount += 1;
  1763. if ( ! light.visible ) continue;
  1764. _direction.setFromMatrixPosition( light.matrixWorld );
  1765. _direction.normalize();
  1766. hemiOffset = hemiLength * 3;
  1767. hemiPositions[ hemiOffset + 0 ] = _direction.x;
  1768. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1769. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1770. skyColor = light.color;
  1771. groundColor = light.groundColor;
  1772. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1773. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1774. hemiLength += 1;
  1775. }
  1776. }
  1777. // null eventual remains from removed lights
  1778. // (this is to avoid if in shader)
  1779. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1780. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1781. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1782. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1783. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1784. zlights.directional.length = dirLength;
  1785. zlights.point.length = pointLength;
  1786. zlights.spot.length = spotLength;
  1787. zlights.hemi.length = hemiLength;
  1788. zlights.ambient[ 0 ] = r;
  1789. zlights.ambient[ 1 ] = g;
  1790. zlights.ambient[ 2 ] = b;
  1791. }
  1792. // GL state setting
  1793. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1794. if ( cullFace === THREE.CullFaceNone ) {
  1795. state.disable( _gl.CULL_FACE );
  1796. } else {
  1797. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1798. _gl.frontFace( _gl.CW );
  1799. } else {
  1800. _gl.frontFace( _gl.CCW );
  1801. }
  1802. if ( cullFace === THREE.CullFaceBack ) {
  1803. _gl.cullFace( _gl.BACK );
  1804. } else if ( cullFace === THREE.CullFaceFront ) {
  1805. _gl.cullFace( _gl.FRONT );
  1806. } else {
  1807. _gl.cullFace( _gl.FRONT_AND_BACK );
  1808. }
  1809. state.enable( _gl.CULL_FACE );
  1810. }
  1811. };
  1812. // Textures
  1813. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1814. var extension;
  1815. if ( isImagePowerOfTwo ) {
  1816. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1817. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1818. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1819. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1820. } else {
  1821. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1822. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1823. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1824. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  1825. }
  1826. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1827. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1828. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1829. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  1830. }
  1831. }
  1832. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1833. if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
  1834. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1835. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1836. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1837. }
  1838. }
  1839. }
  1840. function uploadTexture( textureProperties, texture, slot ) {
  1841. if ( textureProperties.__webglInit === undefined ) {
  1842. textureProperties.__webglInit = true;
  1843. texture.__webglInit = true;
  1844. texture.addEventListener( 'dispose', onTextureDispose );
  1845. textureProperties.__webglTexture = _gl.createTexture();
  1846. _infoMemory.textures ++;
  1847. }
  1848. state.activeTexture( _gl.TEXTURE0 + slot );
  1849. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1850. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1851. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1852. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1853. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  1854. var image = texture.image,
  1855. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1856. glFormat = paramThreeToGL( texture.format ),
  1857. glType = paramThreeToGL( texture.type );
  1858. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1859. var mipmap, mipmaps = texture.mipmaps;
  1860. if ( texture instanceof THREE.DataTexture ) {
  1861. // use manually created mipmaps if available
  1862. // if there are no manual mipmaps
  1863. // set 0 level mipmap and then use GL to generate other mipmap levels
  1864. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1865. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1866. mipmap = mipmaps[ i ];
  1867. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1868. }
  1869. texture.generateMipmaps = false;
  1870. } else {
  1871. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1872. }
  1873. } else if ( texture instanceof THREE.CompressedTexture ) {
  1874. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1875. mipmap = mipmaps[ i ];
  1876. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1877. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1878. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1879. } else {
  1880. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1881. }
  1882. } else {
  1883. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1884. }
  1885. }
  1886. } else {
  1887. // regular Texture (image, video, canvas)
  1888. // use manually created mipmaps if available
  1889. // if there are no manual mipmaps
  1890. // set 0 level mipmap and then use GL to generate other mipmap levels
  1891. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1892. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1893. mipmap = mipmaps[ i ];
  1894. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1895. }
  1896. texture.generateMipmaps = false;
  1897. } else {
  1898. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1899. }
  1900. }
  1901. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1902. textureProperties.__version = texture.version;
  1903. if ( texture.onUpdate ) texture.onUpdate( texture );
  1904. }
  1905. this.setTexture = function ( texture, slot ) {
  1906. var textureProperties = properties.get( texture );
  1907. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1908. var image = texture.image;
  1909. if ( image === undefined ) {
  1910. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1911. return;
  1912. }
  1913. if ( image.complete === false ) {
  1914. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1915. return;
  1916. }
  1917. uploadTexture( textureProperties, texture, slot );
  1918. return;
  1919. }
  1920. state.activeTexture( _gl.TEXTURE0 + slot );
  1921. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1922. };
  1923. function clampToMaxSize ( image, maxSize ) {
  1924. if ( image.width > maxSize || image.height > maxSize ) {
  1925. // Warning: Scaling through the canvas will only work with images that use
  1926. // premultiplied alpha.
  1927. var scale = maxSize / Math.max( image.width, image.height );
  1928. var canvas = document.createElement( 'canvas' );
  1929. canvas.width = Math.floor( image.width * scale );
  1930. canvas.height = Math.floor( image.height * scale );
  1931. var context = canvas.getContext( '2d' );
  1932. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1933. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1934. return canvas;
  1935. }
  1936. return image;
  1937. }
  1938. function setCubeTexture ( texture, slot ) {
  1939. var textureProperties = properties.get( texture );
  1940. if ( texture.image.length === 6 ) {
  1941. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1942. if ( ! textureProperties.__image__webglTextureCube ) {
  1943. texture.addEventListener( 'dispose', onTextureDispose );
  1944. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1945. _infoMemory.textures ++;
  1946. }
  1947. state.activeTexture( _gl.TEXTURE0 + slot );
  1948. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1949. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1950. var isCompressed = texture instanceof THREE.CompressedTexture;
  1951. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1952. var cubeImage = [];
  1953. for ( var i = 0; i < 6; i ++ ) {
  1954. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1955. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  1956. } else {
  1957. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1958. }
  1959. }
  1960. var image = cubeImage[ 0 ],
  1961. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1962. glFormat = paramThreeToGL( texture.format ),
  1963. glType = paramThreeToGL( texture.type );
  1964. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1965. for ( var i = 0; i < 6; i ++ ) {
  1966. if ( ! isCompressed ) {
  1967. if ( isDataTexture ) {
  1968. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1969. } else {
  1970. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1971. }
  1972. } else {
  1973. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1974. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1975. mipmap = mipmaps[ j ];
  1976. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1977. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1978. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1979. } else {
  1980. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1981. }
  1982. } else {
  1983. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1984. }
  1985. }
  1986. }
  1987. }
  1988. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1989. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1990. }
  1991. textureProperties.__version = texture.version;
  1992. if ( texture.onUpdate ) texture.onUpdate( texture );
  1993. } else {
  1994. state.activeTexture( _gl.TEXTURE0 + slot );
  1995. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1996. }
  1997. }
  1998. }
  1999. function setCubeTextureDynamic ( texture, slot ) {
  2000. state.activeTexture( _gl.TEXTURE0 + slot );
  2001. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  2002. }
  2003. // Render targets
  2004. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  2005. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2006. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget ).__webglTexture, 0 );
  2007. }
  2008. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  2009. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  2010. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2011. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  2012. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2013. /* For some reason this is not working. Defaulting to RGBA4.
  2014. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2015. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  2016. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2017. */
  2018. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2019. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  2020. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2021. } else {
  2022. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  2023. }
  2024. }
  2025. this.setRenderTarget = function ( renderTarget ) {
  2026. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  2027. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  2028. var renderTargetProperties = properties.get( renderTarget );
  2029. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  2030. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  2031. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  2032. renderTargetProperties.__webglTexture = _gl.createTexture();
  2033. _infoMemory.textures ++;
  2034. // Setup texture, create render and frame buffers
  2035. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  2036. glFormat = paramThreeToGL( renderTarget.format ),
  2037. glType = paramThreeToGL( renderTarget.type );
  2038. if ( isCube ) {
  2039. renderTargetProperties.__webglFramebuffer = [];
  2040. renderTargetProperties.__webglRenderbuffer = [];
  2041. state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTargetProperties.__webglTexture );
  2042. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  2043. for ( var i = 0; i < 6; i ++ ) {
  2044. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  2045. renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  2046. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2047. setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  2048. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
  2049. }
  2050. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2051. } else {
  2052. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  2053. if ( renderTarget.shareDepthFrom ) {
  2054. renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  2055. } else {
  2056. renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
  2057. }
  2058. state.bindTexture( _gl.TEXTURE_2D, renderTargetProperties.__webglTexture );
  2059. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  2060. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2061. setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  2062. if ( renderTarget.shareDepthFrom ) {
  2063. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2064. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  2065. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2066. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  2067. }
  2068. } else {
  2069. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
  2070. }
  2071. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  2072. }
  2073. // Release everything
  2074. if ( isCube ) {
  2075. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2076. } else {
  2077. state.bindTexture( _gl.TEXTURE_2D, null );
  2078. }
  2079. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2080. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  2081. }
  2082. var framebuffer, width, height, vx, vy;
  2083. if ( renderTarget ) {
  2084. var renderTargetProperties = properties.get( renderTarget );
  2085. if ( isCube ) {
  2086. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  2087. } else {
  2088. framebuffer = renderTargetProperties.__webglFramebuffer;
  2089. }
  2090. width = renderTarget.width;
  2091. height = renderTarget.height;
  2092. vx = 0;
  2093. vy = 0;
  2094. } else {
  2095. framebuffer = null;
  2096. width = _viewportWidth;
  2097. height = _viewportHeight;
  2098. vx = _viewportX;
  2099. vy = _viewportY;
  2100. }
  2101. if ( framebuffer !== _currentFramebuffer ) {
  2102. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2103. _gl.viewport( vx, vy, width, height );
  2104. _currentFramebuffer = framebuffer;
  2105. }
  2106. _currentWidth = width;
  2107. _currentHeight = height;
  2108. };
  2109. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  2110. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  2111. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  2112. return;
  2113. }
  2114. if ( properties.get( renderTarget ).__webglFramebuffer ) {
  2115. if ( renderTarget.format !== THREE.RGBAFormat ) {
  2116. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  2117. return;
  2118. }
  2119. var restore = false;
  2120. if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
  2121. _gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
  2122. restore = true;
  2123. }
  2124. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  2125. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  2126. } else {
  2127. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  2128. }
  2129. if ( restore ) {
  2130. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  2131. }
  2132. }
  2133. };
  2134. function updateRenderTargetMipmap ( renderTarget ) {
  2135. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  2136. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( renderTarget ).__webglTexture );
  2137. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2138. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2139. } else {
  2140. state.bindTexture( _gl.TEXTURE_2D, properties.get( renderTarget ).__webglTexture );
  2141. _gl.generateMipmap( _gl.TEXTURE_2D );
  2142. state.bindTexture( _gl.TEXTURE_2D, null );
  2143. }
  2144. }
  2145. // Fallback filters for non-power-of-2 textures
  2146. function filterFallback ( f ) {
  2147. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  2148. return _gl.NEAREST;
  2149. }
  2150. return _gl.LINEAR;
  2151. }
  2152. // Map three.js constants to WebGL constants
  2153. function paramThreeToGL ( p ) {
  2154. var extension;
  2155. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  2156. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  2157. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  2158. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  2159. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  2160. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  2161. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  2162. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  2163. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  2164. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  2165. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  2166. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  2167. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  2168. if ( p === THREE.ByteType ) return _gl.BYTE;
  2169. if ( p === THREE.ShortType ) return _gl.SHORT;
  2170. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  2171. if ( p === THREE.IntType ) return _gl.INT;
  2172. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  2173. if ( p === THREE.FloatType ) return _gl.FLOAT;
  2174. extension = extensions.get( 'OES_texture_half_float' );
  2175. if ( extension !== null ) {
  2176. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  2177. }
  2178. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  2179. if ( p === THREE.RGBFormat ) return _gl.RGB;
  2180. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2181. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2182. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2183. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2184. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2185. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2186. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2187. if ( p === THREE.OneFactor ) return _gl.ONE;
  2188. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2189. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2190. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2191. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2192. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2193. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2194. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2195. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2196. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2197. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2198. if ( extension !== null ) {
  2199. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2200. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2201. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2202. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2203. }
  2204. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2205. if ( extension !== null ) {
  2206. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2207. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2208. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2209. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2210. }
  2211. extension = extensions.get( 'EXT_blend_minmax' );
  2212. if ( extension !== null ) {
  2213. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2214. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2215. }
  2216. return 0;
  2217. }
  2218. // Allocations
  2219. function allocateBones ( object ) {
  2220. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  2221. return 1024;
  2222. } else {
  2223. // default for when object is not specified
  2224. // ( for example when prebuilding shader to be used with multiple objects )
  2225. //
  2226. // - leave some extra space for other uniforms
  2227. // - limit here is ANGLE's 254 max uniform vectors
  2228. // (up to 54 should be safe)
  2229. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  2230. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  2231. var maxBones = nVertexMatrices;
  2232. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  2233. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  2234. if ( maxBones < object.skeleton.bones.length ) {
  2235. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  2236. }
  2237. }
  2238. return maxBones;
  2239. }
  2240. }
  2241. function allocateLights( lights ) {
  2242. var dirLights = 0;
  2243. var pointLights = 0;
  2244. var spotLights = 0;
  2245. var hemiLights = 0;
  2246. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2247. var light = lights[ l ];
  2248. if ( light.onlyShadow || light.visible === false ) continue;
  2249. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  2250. if ( light instanceof THREE.PointLight ) pointLights ++;
  2251. if ( light instanceof THREE.SpotLight ) spotLights ++;
  2252. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  2253. }
  2254. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  2255. }
  2256. function allocateShadows( lights ) {
  2257. var maxShadows = 0;
  2258. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2259. var light = lights[ l ];
  2260. if ( ! light.castShadow ) continue;
  2261. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  2262. if ( light instanceof THREE.DirectionalLight ) maxShadows ++;
  2263. }
  2264. return maxShadows;
  2265. }
  2266. // DEPRECATED
  2267. this.supportsFloatTextures = function () {
  2268. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  2269. return extensions.get( 'OES_texture_float' );
  2270. };
  2271. this.supportsHalfFloatTextures = function () {
  2272. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  2273. return extensions.get( 'OES_texture_half_float' );
  2274. };
  2275. this.supportsStandardDerivatives = function () {
  2276. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  2277. return extensions.get( 'OES_standard_derivatives' );
  2278. };
  2279. this.supportsCompressedTextureS3TC = function () {
  2280. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  2281. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2282. };
  2283. this.supportsCompressedTexturePVRTC = function () {
  2284. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  2285. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2286. };
  2287. this.supportsBlendMinMax = function () {
  2288. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  2289. return extensions.get( 'EXT_blend_minmax' );
  2290. };
  2291. this.initMaterial = function () {
  2292. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  2293. };
  2294. this.addPrePlugin = function () {
  2295. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  2296. };
  2297. this.addPostPlugin = function () {
  2298. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  2299. };
  2300. this.updateShadowMap = function () {
  2301. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  2302. };
  2303. Object.defineProperties( this, {
  2304. shadowMapEnabled: {
  2305. get: function () {
  2306. return shadowMap.enabled;
  2307. },
  2308. set: function ( value ) {
  2309. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  2310. shadowMap.enabled = value;
  2311. }
  2312. },
  2313. shadowMapType: {
  2314. get: function () {
  2315. return shadowMap.type;
  2316. },
  2317. set: function ( value ) {
  2318. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  2319. shadowMap.type = value;
  2320. }
  2321. },
  2322. shadowMapCullFace: {
  2323. get: function () {
  2324. return shadowMap.cullFace;
  2325. },
  2326. set: function ( value ) {
  2327. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  2328. shadowMap.cullFace = value;
  2329. }
  2330. },
  2331. shadowMapDebug: {
  2332. get: function () {
  2333. return shadowMap.debug;
  2334. },
  2335. set: function ( value ) {
  2336. console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
  2337. shadowMap.debug = value;
  2338. }
  2339. }
  2340. } );
  2341. };