WebGLRenderer.js 82 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _width = _canvas.width,
  13. _height = _canvas.height,
  14. pixelRatio = 1,
  15. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  16. _depth = parameters.depth !== undefined ? parameters.depth : true,
  17. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  18. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  19. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  20. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. var lights = [];
  24. var opaqueObjects = [];
  25. var opaqueObjectsLastIndex = - 1;
  26. var transparentObjects = [];
  27. var transparentObjectsLastIndex = - 1;
  28. var morphInfluences = new Float32Array( 8 );
  29. var sprites = [];
  30. var lensFlares = [];
  31. // public properties
  32. this.domElement = _canvas;
  33. this.context = null;
  34. // clearing
  35. this.autoClear = true;
  36. this.autoClearColor = true;
  37. this.autoClearDepth = true;
  38. this.autoClearStencil = true;
  39. // scene graph
  40. this.sortObjects = true;
  41. // physically based shading
  42. this.gammaFactor = 2.0; // for backwards compatibility
  43. this.gammaInput = false;
  44. this.gammaOutput = false;
  45. // morphs
  46. this.maxMorphTargets = 8;
  47. this.maxMorphNormals = 4;
  48. // flags
  49. this.autoScaleCubemaps = true;
  50. // internal properties
  51. var _this = this,
  52. // internal state cache
  53. _currentProgram = null,
  54. _currentFramebuffer = null,
  55. _currentMaterialId = - 1,
  56. _currentGeometryProgram = '',
  57. _currentCamera = null,
  58. _usedTextureUnits = 0,
  59. _viewportX = 0,
  60. _viewportY = 0,
  61. _viewportWidth = _canvas.width,
  62. _viewportHeight = _canvas.height,
  63. _currentWidth = 0,
  64. _currentHeight = 0,
  65. // frustum
  66. _frustum = new THREE.Frustum(),
  67. // camera matrices cache
  68. _projScreenMatrix = new THREE.Matrix4(),
  69. _vector3 = new THREE.Vector3(),
  70. // light arrays cache
  71. _lights = {
  72. ambient: [ 0, 0, 0 ],
  73. directional: [],
  74. point: [],
  75. spot: [],
  76. hemi: []
  77. },
  78. _lightsNeedUpdate = true,
  79. // info
  80. _infoMemory = {
  81. geometries: 0,
  82. textures: 0
  83. },
  84. _infoRender = {
  85. calls: 0,
  86. vertices: 0,
  87. faces: 0,
  88. points: 0
  89. };
  90. this.info = {
  91. render: _infoRender,
  92. memory: _infoMemory,
  93. programs: null
  94. };
  95. // initialize
  96. var _gl;
  97. try {
  98. var attributes = {
  99. alpha: _alpha,
  100. depth: _depth,
  101. stencil: _stencil,
  102. antialias: _antialias,
  103. premultipliedAlpha: _premultipliedAlpha,
  104. preserveDrawingBuffer: _preserveDrawingBuffer
  105. };
  106. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  107. if ( _gl === null ) {
  108. if ( _canvas.getContext( 'webgl' ) !== null ) {
  109. throw 'Error creating WebGL context with your selected attributes.';
  110. } else {
  111. throw 'Error creating WebGL context.';
  112. }
  113. }
  114. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  115. } catch ( error ) {
  116. console.error( 'THREE.WebGLRenderer: ' + error );
  117. }
  118. var extensions = new THREE.WebGLExtensions( _gl );
  119. extensions.get( 'OES_texture_float' );
  120. extensions.get( 'OES_texture_float_linear' );
  121. extensions.get( 'OES_texture_half_float' );
  122. extensions.get( 'OES_texture_half_float_linear' );
  123. extensions.get( 'OES_standard_derivatives' );
  124. extensions.get( 'ANGLE_instanced_arrays' );
  125. if ( extensions.get( 'OES_element_index_uint' ) ) {
  126. THREE.BufferGeometry.MaxIndex = 4294967296;
  127. }
  128. var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
  129. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  130. var properties = new THREE.WebGLProperties();
  131. var materialsCache = new THREE.WebGLMaterials();
  132. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  133. var programCache = new THREE.WebGLPrograms( this, capabilities );
  134. this.info.programs = programCache.programs;
  135. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  136. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  137. //
  138. function glClearColor( r, g, b, a ) {
  139. if ( _premultipliedAlpha === true ) {
  140. r *= a; g *= a; b *= a;
  141. }
  142. _gl.clearColor( r, g, b, a );
  143. }
  144. function setDefaultGLState() {
  145. state.init();
  146. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  147. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  148. }
  149. function resetGLState() {
  150. _currentProgram = null;
  151. _currentCamera = null;
  152. _currentGeometryProgram = '';
  153. _currentMaterialId = - 1;
  154. _lightsNeedUpdate = true;
  155. state.reset();
  156. }
  157. setDefaultGLState();
  158. this.context = _gl;
  159. this.capabilities = capabilities;
  160. this.extensions = extensions;
  161. this.state = state;
  162. // shadow map
  163. var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
  164. this.shadowMap = shadowMap;
  165. // Plugins
  166. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  167. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  168. // API
  169. this.getContext = function () {
  170. return _gl;
  171. };
  172. this.getContextAttributes = function () {
  173. return _gl.getContextAttributes();
  174. };
  175. this.forceContextLoss = function () {
  176. extensions.get( 'WEBGL_lose_context' ).loseContext();
  177. };
  178. this.getMaxAnisotropy = ( function () {
  179. var value;
  180. return function getMaxAnisotropy() {
  181. if ( value !== undefined ) return value;
  182. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  183. if ( extension !== null ) {
  184. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  185. } else {
  186. value = 0;
  187. }
  188. return value;
  189. }
  190. } )();
  191. this.getPrecision = function () {
  192. return capabilities.precision;
  193. };
  194. this.getPixelRatio = function () {
  195. return pixelRatio;
  196. };
  197. this.setPixelRatio = function ( value ) {
  198. if ( value !== undefined ) pixelRatio = value;
  199. };
  200. this.getSize = function () {
  201. return {
  202. width: _width,
  203. height: _height
  204. };
  205. };
  206. this.setSize = function ( width, height, updateStyle ) {
  207. _width = width;
  208. _height = height;
  209. _canvas.width = width * pixelRatio;
  210. _canvas.height = height * pixelRatio;
  211. if ( updateStyle !== false ) {
  212. _canvas.style.width = width + 'px';
  213. _canvas.style.height = height + 'px';
  214. }
  215. this.setViewport( 0, 0, width, height );
  216. };
  217. this.setViewport = function ( x, y, width, height ) {
  218. _viewportX = x * pixelRatio;
  219. _viewportY = y * pixelRatio;
  220. _viewportWidth = width * pixelRatio;
  221. _viewportHeight = height * pixelRatio;
  222. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  223. };
  224. this.getViewport = function ( dimensions ) {
  225. dimensions.x = _viewportX / pixelRatio;
  226. dimensions.y = _viewportY / pixelRatio;
  227. dimensions.z = _viewportWidth / pixelRatio;
  228. dimensions.w = _viewportHeight / pixelRatio;
  229. };
  230. this.setScissor = function ( x, y, width, height ) {
  231. _gl.scissor(
  232. x * pixelRatio,
  233. y * pixelRatio,
  234. width * pixelRatio,
  235. height * pixelRatio
  236. );
  237. };
  238. this.enableScissorTest = function ( boolean ) {
  239. state.setScissorTest( boolean );
  240. };
  241. // Clearing
  242. this.getClearColor = function () {
  243. return _clearColor;
  244. };
  245. this.setClearColor = function ( color, alpha ) {
  246. _clearColor.set( color );
  247. _clearAlpha = alpha !== undefined ? alpha : 1;
  248. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  249. };
  250. this.getClearAlpha = function () {
  251. return _clearAlpha;
  252. };
  253. this.setClearAlpha = function ( alpha ) {
  254. _clearAlpha = alpha;
  255. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  256. };
  257. this.clear = function ( color, depth, stencil ) {
  258. var bits = 0;
  259. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  260. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  261. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  262. _gl.clear( bits );
  263. };
  264. this.clearColor = function () {
  265. _gl.clear( _gl.COLOR_BUFFER_BIT );
  266. };
  267. this.clearDepth = function () {
  268. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  269. };
  270. this.clearStencil = function () {
  271. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  272. };
  273. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  274. this.setRenderTarget( renderTarget );
  275. this.clear( color, depth, stencil );
  276. };
  277. // Reset
  278. this.resetGLState = resetGLState;
  279. this.dispose = function() {
  280. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  281. };
  282. // Events
  283. function onContextLost( event ) {
  284. event.preventDefault();
  285. resetGLState();
  286. setDefaultGLState();
  287. properties.clear();
  288. };
  289. function onTextureDispose( event ) {
  290. var texture = event.target;
  291. texture.removeEventListener( 'dispose', onTextureDispose );
  292. deallocateTexture( texture );
  293. _infoMemory.textures --;
  294. }
  295. function onRenderTargetDispose( event ) {
  296. var renderTarget = event.target;
  297. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  298. deallocateRenderTarget( renderTarget );
  299. _infoMemory.textures --;
  300. }
  301. function onMaterialDispose( event ) {
  302. var material = event.target;
  303. material.removeEventListener( 'dispose', onMaterialDispose );
  304. deallocateMaterial( material );
  305. }
  306. // Buffer deallocation
  307. function deallocateTexture( texture ) {
  308. var textureProperties = properties.get( texture );
  309. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  310. // cube texture
  311. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  312. } else {
  313. // 2D texture
  314. if ( textureProperties.__webglInit === undefined ) return;
  315. _gl.deleteTexture( textureProperties.__webglTexture );
  316. }
  317. // remove all webgl properties
  318. properties.delete( texture );
  319. }
  320. function deallocateRenderTarget( renderTarget ) {
  321. var renderTargetProperties = properties.get( renderTarget );
  322. var textureProperties = properties.get( renderTarget.texture );
  323. if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
  324. _gl.deleteTexture( textureProperties.__webglTexture );
  325. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  326. for ( var i = 0; i < 6; i ++ ) {
  327. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  328. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  329. }
  330. } else {
  331. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  332. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  333. }
  334. properties.delete( renderTarget.texture );
  335. properties.delete( renderTarget );
  336. }
  337. function deallocateMaterial( material ) {
  338. releaseMaterialProgramReference( material );
  339. properties.delete( material );
  340. }
  341. function releaseMaterialProgramReference( material ) {
  342. var programInfo = materialsCache.get( material ).program;
  343. material.program = undefined;
  344. if ( programInfo !== undefined ) {
  345. programCache.releaseProgram( programInfo );
  346. }
  347. }
  348. // Buffer rendering
  349. this.renderBufferImmediate = function ( object, program, material ) {
  350. state.initAttributes();
  351. var buffers = properties.get( object );
  352. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  353. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  354. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  355. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  356. var attributes = program.getAttributes();
  357. if ( object.hasPositions ) {
  358. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  359. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  360. state.enableAttribute( attributes.position );
  361. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  362. }
  363. if ( object.hasNormals ) {
  364. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  365. if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshPhysicalMaterial' && material.shading === THREE.FlatShading ) {
  366. for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  367. var array = object.normalArray;
  368. var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  369. var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  370. var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  371. array[ i + 0 ] = nx;
  372. array[ i + 1 ] = ny;
  373. array[ i + 2 ] = nz;
  374. array[ i + 3 ] = nx;
  375. array[ i + 4 ] = ny;
  376. array[ i + 5 ] = nz;
  377. array[ i + 6 ] = nx;
  378. array[ i + 7 ] = ny;
  379. array[ i + 8 ] = nz;
  380. }
  381. }
  382. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  383. state.enableAttribute( attributes.normal );
  384. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  385. }
  386. if ( object.hasUvs && material.map ) {
  387. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  388. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  389. state.enableAttribute( attributes.uv );
  390. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  391. }
  392. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  393. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  394. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  395. state.enableAttribute( attributes.color );
  396. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  397. }
  398. state.disableUnusedAttributes();
  399. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  400. object.count = 0;
  401. };
  402. this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object, group ) {
  403. setMaterial( material );
  404. var program = setProgram( camera, lights, fog, material, object );
  405. var updateBuffers = false;
  406. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  407. if ( geometryProgram !== _currentGeometryProgram ) {
  408. _currentGeometryProgram = geometryProgram;
  409. updateBuffers = true;
  410. }
  411. // morph targets
  412. var morphTargetInfluences = object.morphTargetInfluences;
  413. if ( morphTargetInfluences !== undefined ) {
  414. var activeInfluences = [];
  415. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  416. var influence = morphTargetInfluences[ i ];
  417. activeInfluences.push( [ influence, i ] );
  418. }
  419. activeInfluences.sort( numericalSort );
  420. if ( activeInfluences.length > 8 ) {
  421. activeInfluences.length = 8;
  422. }
  423. var morphAttributes = geometry.morphAttributes;
  424. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  425. var influence = activeInfluences[ i ];
  426. morphInfluences[ i ] = influence[ 0 ];
  427. if ( influence[ 0 ] !== 0 ) {
  428. var index = influence[ 1 ];
  429. if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  430. if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  431. } else {
  432. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  433. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  434. }
  435. }
  436. var uniforms = program.getUniforms();
  437. if ( uniforms.morphTargetInfluences !== null ) {
  438. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  439. }
  440. updateBuffers = true;
  441. }
  442. //
  443. var index = geometry.index;
  444. var position = geometry.attributes.position;
  445. if ( material.wireframe === true ) {
  446. index = objects.getWireframeAttribute( geometry );
  447. }
  448. var renderer;
  449. if ( index !== null ) {
  450. renderer = indexedBufferRenderer;
  451. renderer.setIndex( index );
  452. } else {
  453. renderer = bufferRenderer;
  454. }
  455. if ( updateBuffers ) {
  456. setupVertexAttributes( material, program, geometry );
  457. if ( index !== null ) {
  458. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  459. }
  460. }
  461. //
  462. var dataStart = 0;
  463. var dataCount = Infinity;
  464. if ( index !== null ) {
  465. dataCount = index.count
  466. } else if ( position !== undefined ) {
  467. dataCount = position.count;
  468. }
  469. var rangeStart = geometry.drawRange.start;
  470. var rangeCount = geometry.drawRange.count;
  471. var groupStart = group !== null ? group.start : 0;
  472. var groupCount = group !== null ? group.count : Infinity;
  473. var drawStart = Math.max( dataStart, rangeStart, groupStart );
  474. var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  475. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  476. //
  477. if ( object instanceof THREE.Mesh ) {
  478. if ( material.wireframe === true ) {
  479. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  480. renderer.setMode( _gl.LINES );
  481. } else {
  482. renderer.setMode( _gl.TRIANGLES );
  483. }
  484. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  485. renderer.renderInstances( geometry );
  486. } else {
  487. renderer.render( drawStart, drawCount );
  488. }
  489. } else if ( object instanceof THREE.Line ) {
  490. var lineWidth = material.linewidth;
  491. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  492. state.setLineWidth( lineWidth * pixelRatio );
  493. if ( object instanceof THREE.LineSegments ) {
  494. renderer.setMode( _gl.LINES );
  495. } else {
  496. renderer.setMode( _gl.LINE_STRIP );
  497. }
  498. renderer.render( drawStart, drawCount );
  499. } else if ( object instanceof THREE.Points ) {
  500. renderer.setMode( _gl.POINTS );
  501. renderer.render( drawStart, drawCount );
  502. }
  503. };
  504. function setupVertexAttributes( material, program, geometry, startIndex ) {
  505. var extension;
  506. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  507. extension = extensions.get( 'ANGLE_instanced_arrays' );
  508. if ( extension === null ) {
  509. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  510. return;
  511. }
  512. }
  513. if ( startIndex === undefined ) startIndex = 0;
  514. state.initAttributes();
  515. var geometryAttributes = geometry.attributes;
  516. var programAttributes = program.getAttributes();
  517. var materialDefaultAttributeValues = material.defaultAttributeValues;
  518. for ( var name in programAttributes ) {
  519. var programAttribute = programAttributes[ name ];
  520. if ( programAttribute >= 0 ) {
  521. var geometryAttribute = geometryAttributes[ name ];
  522. if ( geometryAttribute !== undefined ) {
  523. var size = geometryAttribute.itemSize;
  524. var buffer = objects.getAttributeBuffer( geometryAttribute );
  525. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  526. var data = geometryAttribute.data;
  527. var stride = data.stride;
  528. var offset = geometryAttribute.offset;
  529. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  530. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
  531. if ( geometry.maxInstancedCount === undefined ) {
  532. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  533. }
  534. } else {
  535. state.enableAttribute( programAttribute );
  536. }
  537. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  538. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  539. } else {
  540. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  541. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
  542. if ( geometry.maxInstancedCount === undefined ) {
  543. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  544. }
  545. } else {
  546. state.enableAttribute( programAttribute );
  547. }
  548. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  549. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  550. }
  551. } else if ( materialDefaultAttributeValues !== undefined ) {
  552. var value = materialDefaultAttributeValues[ name ];
  553. if ( value !== undefined ) {
  554. switch ( value.length ) {
  555. case 2:
  556. _gl.vertexAttrib2fv( programAttribute, value );
  557. break;
  558. case 3:
  559. _gl.vertexAttrib3fv( programAttribute, value );
  560. break;
  561. case 4:
  562. _gl.vertexAttrib4fv( programAttribute, value );
  563. break;
  564. default:
  565. _gl.vertexAttrib1fv( programAttribute, value );
  566. }
  567. }
  568. }
  569. }
  570. }
  571. state.disableUnusedAttributes();
  572. }
  573. // Sorting
  574. function numericalSort ( a, b ) {
  575. return b[ 0 ] - a[ 0 ];
  576. }
  577. function painterSortStable ( a, b ) {
  578. if ( a.object.renderOrder !== b.object.renderOrder ) {
  579. return a.object.renderOrder - b.object.renderOrder;
  580. } else if ( a.material.id !== b.material.id ) {
  581. return a.material.id - b.material.id;
  582. } else if ( a.z !== b.z ) {
  583. return a.z - b.z;
  584. } else {
  585. return a.id - b.id;
  586. }
  587. }
  588. function reversePainterSortStable ( a, b ) {
  589. if ( a.object.renderOrder !== b.object.renderOrder ) {
  590. return a.object.renderOrder - b.object.renderOrder;
  591. } if ( a.z !== b.z ) {
  592. return b.z - a.z;
  593. } else {
  594. return a.id - b.id;
  595. }
  596. }
  597. // Rendering
  598. this.render = function ( scene, camera, renderTarget, forceClear ) {
  599. if ( camera instanceof THREE.Camera === false ) {
  600. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  601. return;
  602. }
  603. var fog = scene.fog;
  604. // reset caching for this frame
  605. _currentGeometryProgram = '';
  606. _currentMaterialId = - 1;
  607. _currentCamera = null;
  608. _lightsNeedUpdate = true;
  609. // update scene graph
  610. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  611. // update camera matrices and frustum
  612. if ( camera.parent === null ) camera.updateMatrixWorld();
  613. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  614. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  615. _frustum.setFromMatrix( _projScreenMatrix );
  616. lights.length = 0;
  617. opaqueObjectsLastIndex = - 1;
  618. transparentObjectsLastIndex = - 1;
  619. sprites.length = 0;
  620. lensFlares.length = 0;
  621. projectObject( scene, camera );
  622. opaqueObjects.length = opaqueObjectsLastIndex + 1;
  623. transparentObjects.length = transparentObjectsLastIndex + 1;
  624. if ( _this.sortObjects === true ) {
  625. opaqueObjects.sort( painterSortStable );
  626. transparentObjects.sort( reversePainterSortStable );
  627. }
  628. //
  629. shadowMap.render( scene, camera );
  630. //
  631. _infoRender.calls = 0;
  632. _infoRender.vertices = 0;
  633. _infoRender.faces = 0;
  634. _infoRender.points = 0;
  635. this.setRenderTarget( renderTarget );
  636. if ( this.autoClear || forceClear ) {
  637. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  638. }
  639. //
  640. if ( scene.overrideMaterial ) {
  641. var overrideMaterial = scene.overrideMaterial;
  642. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  643. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  644. } else {
  645. // opaque pass (front-to-back order)
  646. state.setBlending( THREE.NoBlending );
  647. renderObjects( opaqueObjects, camera, lights, fog );
  648. // transparent pass (back-to-front order)
  649. renderObjects( transparentObjects, camera, lights, fog );
  650. }
  651. // custom render plugins (post pass)
  652. spritePlugin.render( scene, camera );
  653. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  654. // Generate mipmap if we're using any kind of mipmap filtering
  655. if ( renderTarget ) {
  656. var texture = renderTarget.texture;
  657. if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
  658. texture.minFilter !== THREE.NearestFilter &&
  659. texture.minFilter !== THREE.LinearFilter ) {
  660. updateRenderTargetMipmap( renderTarget );
  661. }
  662. }
  663. // Ensure depth buffer writing is enabled so it can be cleared on next render
  664. state.setDepthTest( true );
  665. state.setDepthWrite( true );
  666. state.setColorWrite( true );
  667. // _gl.finish();
  668. };
  669. function pushRenderItem( object, geometry, material, z, group ) {
  670. var array, index;
  671. // allocate the next position in the appropriate array
  672. if ( material.transparent ) {
  673. array = transparentObjects;
  674. index = ++ transparentObjectsLastIndex;
  675. } else {
  676. array = opaqueObjects;
  677. index = ++ opaqueObjectsLastIndex;
  678. }
  679. // recycle existing render item or grow the array
  680. var renderItem = array[ index ];
  681. if ( renderItem !== undefined ) {
  682. renderItem.id = object.id;
  683. renderItem.object = object;
  684. renderItem.geometry = geometry;
  685. renderItem.material = material;
  686. renderItem.z = _vector3.z;
  687. renderItem.group = group;
  688. } else {
  689. renderItem = {
  690. id: object.id,
  691. object: object,
  692. geometry: geometry,
  693. material: material,
  694. z: _vector3.z,
  695. group: group
  696. };
  697. // assert( index === array.length );
  698. array.push( renderItem );
  699. }
  700. }
  701. function projectObject( object, camera ) {
  702. if ( object.visible === false ) return;
  703. if ( object.layers.test( camera.layers ) ) {
  704. if ( object instanceof THREE.Light ) {
  705. lights.push( object );
  706. } else if ( object instanceof THREE.Sprite ) {
  707. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  708. sprites.push( object );
  709. }
  710. } else if ( object instanceof THREE.LensFlare ) {
  711. lensFlares.push( object );
  712. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  713. if ( _this.sortObjects === true ) {
  714. _vector3.setFromMatrixPosition( object.matrixWorld );
  715. _vector3.applyProjection( _projScreenMatrix );
  716. }
  717. pushRenderItem( object, null, object.material, _vector3.z, null );
  718. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  719. if ( object instanceof THREE.SkinnedMesh ) {
  720. object.skeleton.update();
  721. }
  722. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  723. var material = object.material;
  724. if ( material.visible === true ) {
  725. if ( _this.sortObjects === true ) {
  726. _vector3.setFromMatrixPosition( object.matrixWorld );
  727. _vector3.applyProjection( _projScreenMatrix );
  728. }
  729. var geometry = objects.update( object );
  730. if ( material instanceof THREE.MeshFaceMaterial ) {
  731. var groups = geometry.groups;
  732. var materials = material.materials;
  733. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  734. var group = groups[ i ];
  735. var groupMaterial = materials[ group.materialIndex ];
  736. if ( groupMaterial.visible === true ) {
  737. pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  738. }
  739. }
  740. } else {
  741. pushRenderItem( object, geometry, material, _vector3.z, null );
  742. }
  743. }
  744. }
  745. }
  746. }
  747. var children = object.children;
  748. for ( var i = 0, l = children.length; i < l; i ++ ) {
  749. projectObject( children[ i ], camera );
  750. }
  751. }
  752. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  753. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  754. var renderItem = renderList[ i ];
  755. var object = renderItem.object;
  756. var geometry = renderItem.geometry;
  757. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  758. var group = renderItem.group;
  759. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  760. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  761. if ( object instanceof THREE.ImmediateRenderObject ) {
  762. setMaterial( material );
  763. var program = setProgram( camera, lights, fog, material, object );
  764. _currentGeometryProgram = '';
  765. object.render( function ( object ) {
  766. _this.renderBufferImmediate( object, program, material );
  767. } );
  768. } else {
  769. _this.renderBufferDirect( camera, lights, fog, geometry, material, object, group );
  770. }
  771. }
  772. }
  773. function initMaterial( material, lights, fog, object ) {
  774. var materialProperties = materialsCache.get( material );
  775. var parameters = programCache.getParameters( material, lights, fog, object );
  776. var code = programCache.getProgramCode( material, parameters );
  777. var program = materialProperties.program;
  778. var programChange = true;
  779. if ( program === undefined ) {
  780. // new material
  781. material.addEventListener( 'dispose', onMaterialDispose );
  782. } else if ( program.code !== code ) {
  783. // changed glsl or parameters
  784. releaseMaterialProgramReference( material );
  785. } else if ( parameters.shaderID !== undefined ) {
  786. // same glsl and uniform list
  787. return;
  788. } else {
  789. // only rebuild uniform list
  790. programChange = false;
  791. }
  792. if ( programChange ) {
  793. if ( parameters.shaderID ) {
  794. var shader = THREE.ShaderLib[ parameters.shaderID ];
  795. materialProperties.__webglShader = {
  796. name: material.type,
  797. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  798. vertexShader: shader.vertexShader,
  799. fragmentShader: shader.fragmentShader
  800. };
  801. } else {
  802. materialProperties.__webglShader = {
  803. name: material.type,
  804. uniforms: material.uniforms,
  805. vertexShader: material.vertexShader,
  806. fragmentShader: material.fragmentShader
  807. };
  808. }
  809. material.__webglShader = materialProperties.__webglShader;
  810. program = programCache.acquireProgram( material, parameters, code );
  811. materialProperties.program = program;
  812. material.program = program;
  813. }
  814. var attributes = program.getAttributes();
  815. if ( material.morphTargets ) {
  816. material.numSupportedMorphTargets = 0;
  817. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  818. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  819. material.numSupportedMorphTargets ++;
  820. }
  821. }
  822. }
  823. if ( material.morphNormals ) {
  824. material.numSupportedMorphNormals = 0;
  825. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  826. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  827. material.numSupportedMorphNormals ++;
  828. }
  829. }
  830. }
  831. materialProperties.uniformsList = [];
  832. var uniforms = materialProperties.__webglShader.uniforms,
  833. uniformLocations = materialProperties.program.getUniforms();
  834. for ( var u in uniforms ) {
  835. var location = uniformLocations[ u ];
  836. if ( location ) {
  837. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  838. }
  839. }
  840. if ( material instanceof THREE.MeshPhongMaterial ||
  841. material instanceof THREE.MeshLambertMaterial ||
  842. material instanceof THREE.MeshPhysicalMaterial ||
  843. material.lights ) {
  844. // wire up the material to this renderer's lighting state
  845. uniforms.ambientLightColor.value = _lights.ambient;
  846. uniforms.directionalLights.value = _lights.directional;
  847. uniforms.pointLights.value = _lights.point;
  848. uniforms.spotLights.value = _lights.spot;
  849. uniforms.hemisphereLights.value = _lights.hemi;
  850. }
  851. }
  852. function setMaterial( material ) {
  853. setMaterialFaces( material );
  854. if ( material.transparent === true ) {
  855. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  856. } else {
  857. state.setBlending( THREE.NoBlending );
  858. }
  859. state.setDepthFunc( material.depthFunc );
  860. state.setDepthTest( material.depthTest );
  861. state.setDepthWrite( material.depthWrite );
  862. state.setColorWrite( material.colorWrite );
  863. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  864. }
  865. function setMaterialFaces( material ) {
  866. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  867. state.setFlipSided( material.side === THREE.BackSide );
  868. }
  869. function setProgram( camera, lights, fog, material, object ) {
  870. _usedTextureUnits = 0;
  871. var materialProperties = materialsCache.get( material );
  872. if ( material.needsUpdate || ! materialProperties.program ) {
  873. initMaterial( material, lights, fog, object );
  874. material.needsUpdate = false;
  875. }
  876. var refreshProgram = false;
  877. var refreshMaterial = false;
  878. var refreshLights = false;
  879. var program = materialProperties.program,
  880. p_uniforms = program.getUniforms(),
  881. m_uniforms = materialProperties.__webglShader.uniforms;
  882. if ( program.id !== _currentProgram ) {
  883. _gl.useProgram( program.program );
  884. _currentProgram = program.id;
  885. refreshProgram = true;
  886. refreshMaterial = true;
  887. refreshLights = true;
  888. }
  889. if ( material.id !== _currentMaterialId ) {
  890. _currentMaterialId = material.id;
  891. refreshMaterial = true;
  892. }
  893. if ( refreshProgram || camera !== _currentCamera ) {
  894. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  895. if ( capabilities.logarithmicDepthBuffer ) {
  896. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  897. }
  898. if ( camera !== _currentCamera ) {
  899. _currentCamera = camera;
  900. // lighting uniforms depend on the camera so enforce an update
  901. // now, in case this material supports lights - or later, when
  902. // the next material that does gets activated:
  903. refreshMaterial = true; // set to true on material change
  904. _lightsNeedUpdate = true; // remains set until update done
  905. }
  906. // load material specific uniforms
  907. // (shader material also gets them for the sake of genericity)
  908. if ( material instanceof THREE.ShaderMaterial ||
  909. material instanceof THREE.MeshPhongMaterial ||
  910. material instanceof THREE.MeshPhysicalMaterial ||
  911. material.envMap ) {
  912. if ( p_uniforms.cameraPosition !== undefined ) {
  913. _vector3.setFromMatrixPosition( camera.matrixWorld );
  914. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  915. }
  916. }
  917. if ( material instanceof THREE.MeshPhongMaterial ||
  918. material instanceof THREE.MeshLambertMaterial ||
  919. material instanceof THREE.MeshBasicMaterial ||
  920. material instanceof THREE.MeshPhysicalMaterial ||
  921. material instanceof THREE.ShaderMaterial ||
  922. material.skinning ) {
  923. if ( p_uniforms.viewMatrix !== undefined ) {
  924. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  925. }
  926. }
  927. }
  928. // skinning uniforms must be set even if material didn't change
  929. // auto-setting of texture unit for bone texture must go before other textures
  930. // not sure why, but otherwise weird things happen
  931. if ( material.skinning ) {
  932. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  933. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  934. }
  935. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  936. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  937. }
  938. if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  939. if ( p_uniforms.boneTexture !== undefined ) {
  940. var textureUnit = getTextureUnit();
  941. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  942. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  943. }
  944. if ( p_uniforms.boneTextureWidth !== undefined ) {
  945. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  946. }
  947. if ( p_uniforms.boneTextureHeight !== undefined ) {
  948. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  949. }
  950. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  951. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  952. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  953. }
  954. }
  955. }
  956. if ( refreshMaterial ) {
  957. // refresh uniforms common to several materials
  958. if ( fog && material.fog ) {
  959. refreshUniformsFog( m_uniforms, fog );
  960. }
  961. if ( material instanceof THREE.MeshPhongMaterial ||
  962. material instanceof THREE.MeshLambertMaterial ||
  963. material instanceof THREE.MeshPhysicalMaterial ||
  964. material.lights ) {
  965. // the current material requires lighting info
  966. // if we haven't done so since the start of the frame, after a
  967. // reset or camera change, update the lighting uniforms values
  968. // of all materials (by reference)
  969. if ( _lightsNeedUpdate ) {
  970. _lightsNeedUpdate = false;
  971. setupLights( lights, camera );
  972. refreshLights = true;
  973. }
  974. // use the current material's .needsUpdate flags to set
  975. // the GL state when required
  976. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  977. }
  978. if ( material instanceof THREE.MeshBasicMaterial ||
  979. material instanceof THREE.MeshLambertMaterial ||
  980. material instanceof THREE.MeshPhongMaterial ||
  981. material instanceof THREE.MeshPhysicalMaterial ) {
  982. refreshUniformsCommon( m_uniforms, material );
  983. }
  984. // refresh single material specific uniforms
  985. if ( material instanceof THREE.LineBasicMaterial ) {
  986. refreshUniformsLine( m_uniforms, material );
  987. } else if ( material instanceof THREE.LineDashedMaterial ) {
  988. refreshUniformsLine( m_uniforms, material );
  989. refreshUniformsDash( m_uniforms, material );
  990. } else if ( material instanceof THREE.PointsMaterial ) {
  991. refreshUniformsPoints( m_uniforms, material );
  992. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  993. refreshUniformsPhong( m_uniforms, material );
  994. } else if ( material instanceof THREE.MeshPhysicalMaterial ) {
  995. refreshUniformsStandard( m_uniforms, material );
  996. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  997. m_uniforms.mNear.value = camera.near;
  998. m_uniforms.mFar.value = camera.far;
  999. m_uniforms.opacity.value = material.opacity;
  1000. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1001. m_uniforms.opacity.value = material.opacity;
  1002. }
  1003. if ( shadowMap.enabled ) {
  1004. if ( object.receiveShadow && ! material._shadowPass ) {
  1005. refreshUniformsShadow( m_uniforms, lights, camera );
  1006. }
  1007. }
  1008. // load common uniforms
  1009. loadUniformsGeneric( materialProperties.uniformsList );
  1010. }
  1011. loadUniformsMatrices( p_uniforms, object );
  1012. if ( p_uniforms.modelMatrix !== undefined ) {
  1013. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1014. }
  1015. return program;
  1016. }
  1017. // Uniforms (refresh uniforms objects)
  1018. function refreshUniformsCommon ( uniforms, material ) {
  1019. uniforms.opacity.value = material.opacity;
  1020. uniforms.diffuse.value = material.color;
  1021. if ( material.emissive ) {
  1022. uniforms.emissive.value = material.emissive;
  1023. }
  1024. uniforms.map.value = material.map;
  1025. uniforms.specularMap.value = material.specularMap;
  1026. uniforms.alphaMap.value = material.alphaMap;
  1027. if ( material.aoMap ) {
  1028. uniforms.aoMap.value = material.aoMap;
  1029. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1030. }
  1031. // uv repeat and offset setting priorities
  1032. // 1. color map
  1033. // 2. specular map
  1034. // 3. normal map
  1035. // 4. bump map
  1036. // 5. alpha map
  1037. // 6. emissive map
  1038. var uvScaleMap;
  1039. if ( material.map ) {
  1040. uvScaleMap = material.map;
  1041. } else if ( material.specularMap ) {
  1042. uvScaleMap = material.specularMap;
  1043. } else if ( material.displacementMap ) {
  1044. uvScaleMap = material.displacementMap;
  1045. } else if ( material.normalMap ) {
  1046. uvScaleMap = material.normalMap;
  1047. } else if ( material.bumpMap ) {
  1048. uvScaleMap = material.bumpMap;
  1049. } else if ( material.alphaMap ) {
  1050. uvScaleMap = material.alphaMap;
  1051. } else if ( material.emissiveMap ) {
  1052. uvScaleMap = material.emissiveMap;
  1053. }
  1054. if ( uvScaleMap !== undefined ) {
  1055. if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) uvScaleMap = uvScaleMap.texture;
  1056. var offset = uvScaleMap.offset;
  1057. var repeat = uvScaleMap.repeat;
  1058. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1059. }
  1060. uniforms.envMap.value = material.envMap;
  1061. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1062. uniforms.reflectivity.value = material.reflectivity;
  1063. uniforms.refractionRatio.value = material.refractionRatio;
  1064. }
  1065. function refreshUniformsLine ( uniforms, material ) {
  1066. uniforms.diffuse.value = material.color;
  1067. uniforms.opacity.value = material.opacity;
  1068. }
  1069. function refreshUniformsDash ( uniforms, material ) {
  1070. uniforms.dashSize.value = material.dashSize;
  1071. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1072. uniforms.scale.value = material.scale;
  1073. }
  1074. function refreshUniformsPoints ( uniforms, material ) {
  1075. uniforms.psColor.value = material.color;
  1076. uniforms.opacity.value = material.opacity;
  1077. uniforms.size.value = material.size * pixelRatio;
  1078. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1079. uniforms.map.value = material.map;
  1080. if ( material.map !== null ) {
  1081. var offset = material.map.offset;
  1082. var repeat = material.map.repeat;
  1083. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1084. }
  1085. }
  1086. function refreshUniformsFog ( uniforms, fog ) {
  1087. uniforms.fogColor.value = fog.color;
  1088. if ( fog instanceof THREE.Fog ) {
  1089. uniforms.fogNear.value = fog.near;
  1090. uniforms.fogFar.value = fog.far;
  1091. } else if ( fog instanceof THREE.FogExp2 ) {
  1092. uniforms.fogDensity.value = fog.density;
  1093. }
  1094. }
  1095. function refreshUniformsPhong ( uniforms, material ) {
  1096. uniforms.specular.value = material.specular;
  1097. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1098. if ( material.lightMap ) {
  1099. uniforms.lightMap.value = material.lightMap;
  1100. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1101. }
  1102. if ( material.emissiveMap ) {
  1103. uniforms.emissiveMap.value = material.emissiveMap;
  1104. }
  1105. if ( material.bumpMap ) {
  1106. uniforms.bumpMap.value = material.bumpMap;
  1107. uniforms.bumpScale.value = material.bumpScale;
  1108. }
  1109. if ( material.normalMap ) {
  1110. uniforms.normalMap.value = material.normalMap;
  1111. uniforms.normalScale.value.copy( material.normalScale );
  1112. }
  1113. if ( material.displacementMap ) {
  1114. uniforms.displacementMap.value = material.displacementMap;
  1115. uniforms.displacementScale.value = material.displacementScale;
  1116. uniforms.displacementBias.value = material.displacementBias;
  1117. }
  1118. }
  1119. function refreshUniformsStandard ( uniforms, material ) {
  1120. uniforms.roughness.value = material.roughness;
  1121. //uniforms.reflectivity.value = material.reflectivity; // part of uniforms common
  1122. uniforms.metalness.value = material.metalness;
  1123. if ( material.roughnessMap ) {
  1124. uniforms.roughnessMap.value = material.roughnessMap;
  1125. }
  1126. if ( material.reflectivityMap ) {
  1127. uniforms.reflectivityMap.value = material.reflectivityMap;
  1128. }
  1129. if ( material.metalnessMap ) {
  1130. uniforms.metalnessMap.value = material.metalnessMap;
  1131. }
  1132. if ( material.lightMap ) {
  1133. uniforms.lightMap.value = material.lightMap;
  1134. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1135. }
  1136. if ( material.emissiveMap ) {
  1137. uniforms.emissiveMap.value = material.emissiveMap;
  1138. }
  1139. if ( material.bumpMap ) {
  1140. uniforms.bumpMap.value = material.bumpMap;
  1141. uniforms.bumpScale.value = material.bumpScale;
  1142. }
  1143. if ( material.normalMap ) {
  1144. uniforms.normalMap.value = material.normalMap;
  1145. uniforms.normalScale.value.copy( material.normalScale );
  1146. }
  1147. if ( material.displacementMap ) {
  1148. uniforms.displacementMap.value = material.displacementMap;
  1149. uniforms.displacementScale.value = material.displacementScale;
  1150. uniforms.displacementBias.value = material.displacementBias;
  1151. }
  1152. if ( material.envMap ) {
  1153. //uniforms.envMap.value = material.envMap; // part of uniforms common
  1154. uniforms.envMapIntensity.value = material.envMapIntensity;
  1155. }
  1156. }
  1157. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1158. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1159. uniforms.ambientLightColor.needsUpdate = value;
  1160. uniforms.directionalLights.needsUpdate = value;
  1161. uniforms.pointLights.needsUpdate = value;
  1162. uniforms.spotLights.needsUpdate = value;
  1163. uniforms.hemisphereLights.needsUpdate = value;
  1164. }
  1165. function refreshUniformsShadow ( uniforms, lights, camera ) {
  1166. if ( uniforms.shadowMatrix ) {
  1167. var j = 0;
  1168. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1169. var light = lights[ i ];
  1170. if ( light.castShadow === true ) {
  1171. if ( light instanceof THREE.PointLight || light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {
  1172. var shadow = light.shadow;
  1173. if ( light instanceof THREE.PointLight ) {
  1174. // for point lights we set the shadow matrix to be a translation-only matrix
  1175. // equal to inverse of the light's position
  1176. _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
  1177. shadow.matrix.identity().setPosition( _vector3 );
  1178. // for point lights we set the sign of the shadowDarkness uniform to be negative
  1179. uniforms.shadowDarkness.value[ j ] = - shadow.darkness;
  1180. } else {
  1181. uniforms.shadowDarkness.value[ j ] = shadow.darkness;
  1182. }
  1183. uniforms.shadowMatrix.value[ j ] = shadow.matrix;
  1184. uniforms.shadowMap.value[ j ] = shadow.map;
  1185. uniforms.shadowMapSize.value[ j ] = shadow.mapSize;
  1186. uniforms.shadowBias.value[ j ] = shadow.bias;
  1187. j ++;
  1188. }
  1189. }
  1190. }
  1191. }
  1192. }
  1193. // Uniforms (load to GPU)
  1194. function loadUniformsMatrices ( uniforms, object ) {
  1195. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1196. if ( uniforms.normalMatrix ) {
  1197. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1198. }
  1199. }
  1200. function getTextureUnit() {
  1201. var textureUnit = _usedTextureUnits;
  1202. if ( textureUnit >= capabilities.maxTextures ) {
  1203. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  1204. }
  1205. _usedTextureUnits += 1;
  1206. return textureUnit;
  1207. }
  1208. function loadUniformsGeneric ( uniforms ) {
  1209. var texture, textureUnit;
  1210. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1211. var uniform = uniforms[ j ][ 0 ];
  1212. // needsUpdate property is not added to all uniforms.
  1213. if ( uniform.needsUpdate === false ) continue;
  1214. var type = uniform.type;
  1215. var value = uniform.value;
  1216. var location = uniforms[ j ][ 1 ];
  1217. switch ( type ) {
  1218. case '1i':
  1219. _gl.uniform1i( location, value );
  1220. break;
  1221. case '1f':
  1222. _gl.uniform1f( location, value );
  1223. break;
  1224. case '2f':
  1225. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1226. break;
  1227. case '3f':
  1228. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1229. break;
  1230. case '4f':
  1231. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1232. break;
  1233. case '1iv':
  1234. _gl.uniform1iv( location, value );
  1235. break;
  1236. case '3iv':
  1237. _gl.uniform3iv( location, value );
  1238. break;
  1239. case '1fv':
  1240. _gl.uniform1fv( location, value );
  1241. break;
  1242. case '2fv':
  1243. _gl.uniform2fv( location, value );
  1244. break;
  1245. case '3fv':
  1246. _gl.uniform3fv( location, value );
  1247. break;
  1248. case '4fv':
  1249. _gl.uniform4fv( location, value );
  1250. break;
  1251. case 'Matrix3fv':
  1252. _gl.uniformMatrix3fv( location, false, value );
  1253. break;
  1254. case 'Matrix4fv':
  1255. _gl.uniformMatrix4fv( location, false, value );
  1256. break;
  1257. //
  1258. case 'i':
  1259. // single integer
  1260. _gl.uniform1i( location, value );
  1261. break;
  1262. case 'f':
  1263. // single float
  1264. _gl.uniform1f( location, value );
  1265. break;
  1266. case 'v2':
  1267. // single THREE.Vector2
  1268. _gl.uniform2f( location, value.x, value.y );
  1269. break;
  1270. case 'v3':
  1271. // single THREE.Vector3
  1272. _gl.uniform3f( location, value.x, value.y, value.z );
  1273. break;
  1274. case 'v4':
  1275. // single THREE.Vector4
  1276. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1277. break;
  1278. case 'c':
  1279. // single THREE.Color
  1280. _gl.uniform3f( location, value.r, value.g, value.b );
  1281. break;
  1282. case 's':
  1283. // TODO: Optimize this.
  1284. for( var propertyName in uniform.properties ) {
  1285. var property = uniform.properties[ propertyName ];
  1286. var locationProperty = location[ propertyName ];
  1287. var valueProperty = value[ propertyName ];
  1288. switch( property.type ) {
  1289. case 'f':
  1290. _gl.uniform1f( locationProperty, valueProperty );
  1291. break;
  1292. case 'v2':
  1293. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1294. break;
  1295. case 'v3':
  1296. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1297. break;
  1298. case 'v4':
  1299. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1300. break;
  1301. case 'c':
  1302. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1303. break;
  1304. };
  1305. }
  1306. break;
  1307. case 'sa':
  1308. // TODO: Optimize this.
  1309. for( var i = 0; i < value.length; i ++ ) {
  1310. for( var propertyName in uniform.properties ) {
  1311. var property = uniform.properties[ propertyName ];
  1312. var locationProperty = location[ i ][ propertyName ];
  1313. var valueProperty = value[i][ propertyName ];
  1314. switch( property.type ) {
  1315. case 'f':
  1316. _gl.uniform1f( locationProperty, valueProperty );
  1317. break;
  1318. case 'v2':
  1319. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1320. break;
  1321. case 'v3':
  1322. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1323. break;
  1324. case 'v4':
  1325. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1326. break;
  1327. case 'c':
  1328. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1329. break;
  1330. };
  1331. }
  1332. }
  1333. break;
  1334. case 'iv1':
  1335. // flat array of integers (JS or typed array)
  1336. _gl.uniform1iv( location, value );
  1337. break;
  1338. case 'iv':
  1339. // flat array of integers with 3 x N size (JS or typed array)
  1340. _gl.uniform3iv( location, value );
  1341. break;
  1342. case 'fv1':
  1343. // flat array of floats (JS or typed array)
  1344. _gl.uniform1fv( location, value );
  1345. break;
  1346. case 'fv':
  1347. // flat array of floats with 3 x N size (JS or typed array)
  1348. _gl.uniform3fv( location, value );
  1349. break;
  1350. case 'v2v':
  1351. // array of THREE.Vector2
  1352. if ( uniform._array === undefined ) {
  1353. uniform._array = new Float32Array( 2 * value.length );
  1354. }
  1355. for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
  1356. uniform._array[ i2 + 0 ] = value[ i ].x;
  1357. uniform._array[ i2 + 1 ] = value[ i ].y;
  1358. }
  1359. _gl.uniform2fv( location, uniform._array );
  1360. break;
  1361. case 'v3v':
  1362. // array of THREE.Vector3
  1363. if ( uniform._array === undefined ) {
  1364. uniform._array = new Float32Array( 3 * value.length );
  1365. }
  1366. for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
  1367. uniform._array[ i3 + 0 ] = value[ i ].x;
  1368. uniform._array[ i3 + 1 ] = value[ i ].y;
  1369. uniform._array[ i3 + 2 ] = value[ i ].z;
  1370. }
  1371. _gl.uniform3fv( location, uniform._array );
  1372. break;
  1373. case 'v4v':
  1374. // array of THREE.Vector4
  1375. if ( uniform._array === undefined ) {
  1376. uniform._array = new Float32Array( 4 * value.length );
  1377. }
  1378. for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
  1379. uniform._array[ i4 + 0 ] = value[ i ].x;
  1380. uniform._array[ i4 + 1 ] = value[ i ].y;
  1381. uniform._array[ i4 + 2 ] = value[ i ].z;
  1382. uniform._array[ i4 + 3 ] = value[ i ].w;
  1383. }
  1384. _gl.uniform4fv( location, uniform._array );
  1385. break;
  1386. case 'm3':
  1387. // single THREE.Matrix3
  1388. _gl.uniformMatrix3fv( location, false, value.elements );
  1389. break;
  1390. case 'm3v':
  1391. // array of THREE.Matrix3
  1392. if ( uniform._array === undefined ) {
  1393. uniform._array = new Float32Array( 9 * value.length );
  1394. }
  1395. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1396. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1397. }
  1398. _gl.uniformMatrix3fv( location, false, uniform._array );
  1399. break;
  1400. case 'm4':
  1401. // single THREE.Matrix4
  1402. _gl.uniformMatrix4fv( location, false, value.elements );
  1403. break;
  1404. case 'm4v':
  1405. // array of THREE.Matrix4
  1406. if ( uniform._array === undefined ) {
  1407. uniform._array = new Float32Array( 16 * value.length );
  1408. }
  1409. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1410. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1411. }
  1412. _gl.uniformMatrix4fv( location, false, uniform._array );
  1413. break;
  1414. case 't':
  1415. // single THREE.Texture (2d or cube)
  1416. texture = value;
  1417. textureUnit = getTextureUnit();
  1418. _gl.uniform1i( location, textureUnit );
  1419. if ( ! texture ) continue;
  1420. if ( texture instanceof THREE.CubeTexture ||
  1421. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1422. // CompressedTexture can have Array in image :/
  1423. setCubeTexture( texture, textureUnit );
  1424. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1425. setCubeTextureDynamic( texture.texture, textureUnit );
  1426. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1427. _this.setTexture( texture.texture, textureUnit );
  1428. } else {
  1429. _this.setTexture( texture, textureUnit );
  1430. }
  1431. break;
  1432. case 'tv':
  1433. // array of THREE.Texture (2d or cube)
  1434. if ( uniform._array === undefined ) {
  1435. uniform._array = [];
  1436. }
  1437. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1438. uniform._array[ i ] = getTextureUnit();
  1439. }
  1440. _gl.uniform1iv( location, uniform._array );
  1441. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1442. texture = uniform.value[ i ];
  1443. textureUnit = uniform._array[ i ];
  1444. if ( ! texture ) continue;
  1445. if ( texture instanceof THREE.CubeTexture ||
  1446. ( texture.image instanceof Array && texture.image.length === 6 ) ) {
  1447. // CompressedTexture can have Array in image :/
  1448. setCubeTexture( texture, textureUnit );
  1449. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1450. _this.setTexture( texture.texture, textureUnit );
  1451. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1452. setCubeTextureDynamic( texture.texture, textureUnit );
  1453. } else {
  1454. _this.setTexture( texture, textureUnit );
  1455. }
  1456. }
  1457. break;
  1458. default:
  1459. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1460. }
  1461. }
  1462. }
  1463. function setupLights ( lights, camera ) {
  1464. var l, ll, light,
  1465. r = 0, g = 0, b = 0,
  1466. color,
  1467. intensity,
  1468. distance,
  1469. viewMatrix = camera.matrixWorldInverse,
  1470. directionalCurrent = _lights.directional.length;
  1471. directionalLength = 0,
  1472. pointCurrent = _lights.point.length;
  1473. pointLength = 0,
  1474. spotCurrent = _lights.spot.length;
  1475. spotLength = 0,
  1476. hemiCurrent = _lights.hemi.length;
  1477. hemiLength = 0;
  1478. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1479. light = lights[ l ];
  1480. color = light.color;
  1481. intensity = light.intensity;
  1482. distance = light.distance;
  1483. if ( light instanceof THREE.AmbientLight ) {
  1484. r += color.r;
  1485. g += color.g;
  1486. b += color.b;
  1487. } else if ( light instanceof THREE.DirectionalLight ) {
  1488. if( ! light.__webglUniforms ) {
  1489. light.__webglUniforms = {
  1490. direction: new THREE.Vector3(),
  1491. color: new THREE.Color()
  1492. }
  1493. }
  1494. var uniforms = light.__webglUniforms;
  1495. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1496. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1497. uniforms.direction.sub( _vector3 );
  1498. uniforms.direction.transformDirection( viewMatrix );
  1499. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1500. _lights.directional[ directionalLength ++ ] = uniforms;
  1501. } else if ( light instanceof THREE.PointLight ) {
  1502. if( ! light.__webglUniforms ) {
  1503. light.__webglUniforms = {
  1504. position: new THREE.Vector3(),
  1505. color: new THREE.Color(),
  1506. distance: 0,
  1507. decay: 0
  1508. }
  1509. }
  1510. var uniforms = light.__webglUniforms;
  1511. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1512. uniforms.position.applyMatrix4( viewMatrix );
  1513. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1514. uniforms.distance = light.distance;
  1515. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1516. _lights.point[ pointLength ++ ] = uniforms;
  1517. } else if ( light instanceof THREE.SpotLight ) {
  1518. if( ! light.__webglUniforms ) {
  1519. light.__webglUniforms = {
  1520. position: new THREE.Vector3(),
  1521. direction: new THREE.Vector3(),
  1522. color: new THREE.Color(),
  1523. distance: 0,
  1524. decay: 0,
  1525. angleCos: 0
  1526. }
  1527. }
  1528. var uniforms = light.__webglUniforms;
  1529. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1530. uniforms.position.applyMatrix4( viewMatrix );
  1531. uniforms.color.copy( color ).multiplyScalar( intensity );
  1532. uniforms.distance = distance;
  1533. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1534. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1535. uniforms.direction.sub( _vector3 );
  1536. uniforms.direction.transformDirection( viewMatrix );
  1537. uniforms.angleCos = Math.cos( light.angle );
  1538. uniforms.exponent = light.exponent;
  1539. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1540. _lights.spot[ spotLength ++ ] = uniforms;
  1541. } else if ( light instanceof THREE.HemisphereLight ) {
  1542. if( ! light.__webglUniforms ) {
  1543. light.__webglUniforms = {
  1544. direction: new THREE.Vector3(),
  1545. skyColor: new THREE.Color(),
  1546. groundColor: new THREE.Color()
  1547. }
  1548. }
  1549. var uniforms = light.__webglUniforms;
  1550. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1551. uniforms.direction.transformDirection( viewMatrix );
  1552. uniforms.direction.normalize();
  1553. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  1554. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  1555. _lights.hemi[ hemiLength ++ ] = uniforms;
  1556. }
  1557. }
  1558. _lights.ambient[ 0 ] = r;
  1559. _lights.ambient[ 1 ] = g;
  1560. _lights.ambient[ 2 ] = b;
  1561. // Reset materials if light setup changes
  1562. if ( directionalCurrent !== directionalLength ||
  1563. pointCurrent !== pointLength ||
  1564. spotCurrent !== spotLength ||
  1565. hemiCurrent !== hemiLength ) {
  1566. materialsCache.clear();
  1567. }
  1568. _lights.directional.length = directionalLength;
  1569. _lights.point.length = pointLength;
  1570. _lights.spot.length = spotLength;
  1571. _lights.hemi.length = hemiLength;
  1572. }
  1573. // GL state setting
  1574. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1575. if ( cullFace === THREE.CullFaceNone ) {
  1576. state.disable( _gl.CULL_FACE );
  1577. } else {
  1578. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1579. _gl.frontFace( _gl.CW );
  1580. } else {
  1581. _gl.frontFace( _gl.CCW );
  1582. }
  1583. if ( cullFace === THREE.CullFaceBack ) {
  1584. _gl.cullFace( _gl.BACK );
  1585. } else if ( cullFace === THREE.CullFaceFront ) {
  1586. _gl.cullFace( _gl.FRONT );
  1587. } else {
  1588. _gl.cullFace( _gl.FRONT_AND_BACK );
  1589. }
  1590. state.enable( _gl.CULL_FACE );
  1591. }
  1592. };
  1593. // Textures
  1594. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1595. var extension;
  1596. if ( isImagePowerOfTwo ) {
  1597. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1598. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1599. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1600. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1601. } else {
  1602. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1603. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1604. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1605. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
  1606. }
  1607. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1608. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1609. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1610. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
  1611. }
  1612. }
  1613. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1614. if ( extension ) {
  1615. if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  1616. if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  1617. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1618. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1619. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1620. }
  1621. }
  1622. }
  1623. function uploadTexture( textureProperties, texture, slot ) {
  1624. if ( textureProperties.__webglInit === undefined ) {
  1625. textureProperties.__webglInit = true;
  1626. texture.addEventListener( 'dispose', onTextureDispose );
  1627. textureProperties.__webglTexture = _gl.createTexture();
  1628. _infoMemory.textures ++;
  1629. }
  1630. state.activeTexture( _gl.TEXTURE0 + slot );
  1631. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1632. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1633. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1634. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1635. texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  1636. if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false ) {
  1637. texture.image = makePowerOfTwo( texture.image );
  1638. }
  1639. var image = texture.image,
  1640. isImagePowerOfTwo = isPowerOfTwo( image ),
  1641. glFormat = paramThreeToGL( texture.format ),
  1642. glType = paramThreeToGL( texture.type );
  1643. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1644. var mipmap, mipmaps = texture.mipmaps;
  1645. if ( texture instanceof THREE.DataTexture ) {
  1646. // use manually created mipmaps if available
  1647. // if there are no manual mipmaps
  1648. // set 0 level mipmap and then use GL to generate other mipmap levels
  1649. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1650. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1651. mipmap = mipmaps[ i ];
  1652. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1653. }
  1654. texture.generateMipmaps = false;
  1655. } else {
  1656. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1657. }
  1658. } else if ( texture instanceof THREE.CompressedTexture ) {
  1659. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1660. mipmap = mipmaps[ i ];
  1661. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1662. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1663. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1664. } else {
  1665. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1666. }
  1667. } else {
  1668. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1669. }
  1670. }
  1671. } else {
  1672. // regular Texture (image, video, canvas)
  1673. // use manually created mipmaps if available
  1674. // if there are no manual mipmaps
  1675. // set 0 level mipmap and then use GL to generate other mipmap levels
  1676. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1677. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1678. mipmap = mipmaps[ i ];
  1679. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1680. }
  1681. texture.generateMipmaps = false;
  1682. } else {
  1683. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1684. }
  1685. }
  1686. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1687. textureProperties.__version = texture.version;
  1688. if ( texture.onUpdate ) texture.onUpdate( texture );
  1689. }
  1690. this.setTexture = function ( texture, slot ) {
  1691. var textureProperties = properties.get( texture );
  1692. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1693. var image = texture.image;
  1694. if ( image === undefined ) {
  1695. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1696. return;
  1697. }
  1698. if ( image.complete === false ) {
  1699. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1700. return;
  1701. }
  1702. uploadTexture( textureProperties, texture, slot );
  1703. return;
  1704. }
  1705. state.activeTexture( _gl.TEXTURE0 + slot );
  1706. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1707. };
  1708. function clampToMaxSize ( image, maxSize ) {
  1709. if ( image.width > maxSize || image.height > maxSize ) {
  1710. // Warning: Scaling through the canvas will only work with images that use
  1711. // premultiplied alpha.
  1712. var scale = maxSize / Math.max( image.width, image.height );
  1713. var canvas = document.createElement( 'canvas' );
  1714. canvas.width = Math.floor( image.width * scale );
  1715. canvas.height = Math.floor( image.height * scale );
  1716. var context = canvas.getContext( '2d' );
  1717. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1718. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1719. return canvas;
  1720. }
  1721. return image;
  1722. }
  1723. function isPowerOfTwo( image ) {
  1724. return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
  1725. }
  1726. function textureNeedsPowerOfTwo( texture ) {
  1727. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
  1728. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;
  1729. return false;
  1730. }
  1731. function makePowerOfTwo( image ) {
  1732. if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
  1733. var canvas = document.createElement( 'canvas' );
  1734. canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
  1735. canvas.height = THREE.Math.nearestPowerOfTwo( image.height );
  1736. var context = canvas.getContext( '2d' );
  1737. context.drawImage( image, 0, 0, canvas.width, canvas.height );
  1738. console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1739. return canvas;
  1740. }
  1741. return image;
  1742. }
  1743. function setCubeTexture ( texture, slot ) {
  1744. var textureProperties = properties.get( texture );
  1745. if ( texture.image.length === 6 ) {
  1746. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1747. if ( ! textureProperties.__image__webglTextureCube ) {
  1748. texture.addEventListener( 'dispose', onTextureDispose );
  1749. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1750. _infoMemory.textures ++;
  1751. }
  1752. state.activeTexture( _gl.TEXTURE0 + slot );
  1753. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1754. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1755. var isCompressed = texture instanceof THREE.CompressedTexture;
  1756. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1757. var cubeImage = [];
  1758. for ( var i = 0; i < 6; i ++ ) {
  1759. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1760. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  1761. } else {
  1762. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1763. }
  1764. }
  1765. var image = cubeImage[ 0 ],
  1766. isImagePowerOfTwo = isPowerOfTwo( image ),
  1767. glFormat = paramThreeToGL( texture.format ),
  1768. glType = paramThreeToGL( texture.type );
  1769. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1770. for ( var i = 0; i < 6; i ++ ) {
  1771. if ( ! isCompressed ) {
  1772. if ( isDataTexture ) {
  1773. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1774. } else {
  1775. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1776. }
  1777. } else {
  1778. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1779. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1780. mipmap = mipmaps[ j ];
  1781. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1782. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1783. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1784. } else {
  1785. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1786. }
  1787. } else {
  1788. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1789. }
  1790. }
  1791. }
  1792. }
  1793. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1794. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1795. }
  1796. textureProperties.__version = texture.version;
  1797. if ( texture.onUpdate ) texture.onUpdate( texture );
  1798. } else {
  1799. state.activeTexture( _gl.TEXTURE0 + slot );
  1800. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1801. }
  1802. }
  1803. }
  1804. function setCubeTextureDynamic ( texture, slot ) {
  1805. state.activeTexture( _gl.TEXTURE0 + slot );
  1806. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1807. }
  1808. // Render targets
  1809. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  1810. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1811. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  1812. }
  1813. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  1814. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1815. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1816. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1817. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1818. /* For some reason this is not working. Defaulting to RGBA4.
  1819. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1820. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  1821. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1822. */
  1823. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1824. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1825. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1826. } else {
  1827. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1828. }
  1829. }
  1830. this.setRenderTarget = function ( renderTarget ) {
  1831. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1832. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1833. var renderTargetProperties = properties.get( renderTarget );
  1834. var textureProperties = properties.get( renderTarget.texture );
  1835. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  1836. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  1837. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1838. textureProperties.__webglTexture = _gl.createTexture();
  1839. _infoMemory.textures ++;
  1840. // Setup texture, create render and frame buffers
  1841. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ),
  1842. glFormat = paramThreeToGL( renderTarget.texture.format ),
  1843. glType = paramThreeToGL( renderTarget.texture.type );
  1844. if ( isCube ) {
  1845. renderTargetProperties.__webglFramebuffer = [];
  1846. renderTargetProperties.__webglRenderbuffer = [];
  1847. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  1848. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  1849. for ( var i = 0; i < 6; i ++ ) {
  1850. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1851. renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  1852. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1853. setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1854. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
  1855. }
  1856. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1857. } else {
  1858. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1859. if ( renderTarget.shareDepthFrom ) {
  1860. renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  1861. } else {
  1862. renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
  1863. }
  1864. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1865. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  1866. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1867. setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  1868. if ( renderTarget.shareDepthFrom ) {
  1869. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1870. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1871. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1872. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1873. }
  1874. } else {
  1875. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
  1876. }
  1877. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1878. }
  1879. // Release everything
  1880. if ( isCube ) {
  1881. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1882. } else {
  1883. state.bindTexture( _gl.TEXTURE_2D, null );
  1884. }
  1885. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1886. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1887. }
  1888. var framebuffer, width, height, vx, vy;
  1889. if ( renderTarget ) {
  1890. var renderTargetProperties = properties.get( renderTarget );
  1891. if ( isCube ) {
  1892. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1893. } else {
  1894. framebuffer = renderTargetProperties.__webglFramebuffer;
  1895. }
  1896. width = renderTarget.width;
  1897. height = renderTarget.height;
  1898. vx = 0;
  1899. vy = 0;
  1900. } else {
  1901. framebuffer = null;
  1902. width = _viewportWidth;
  1903. height = _viewportHeight;
  1904. vx = _viewportX;
  1905. vy = _viewportY;
  1906. }
  1907. if ( framebuffer !== _currentFramebuffer ) {
  1908. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1909. _gl.viewport( vx, vy, width, height );
  1910. _currentFramebuffer = framebuffer;
  1911. }
  1912. if ( isCube ) {
  1913. var textureProperties = properties.get( renderTarget.texture );
  1914. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
  1915. }
  1916. _currentWidth = width;
  1917. _currentHeight = height;
  1918. };
  1919. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  1920. if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
  1921. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1922. return;
  1923. }
  1924. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1925. if ( framebuffer ) {
  1926. var restore = false;
  1927. if ( framebuffer !== _currentFramebuffer ) {
  1928. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1929. restore = true;
  1930. }
  1931. try {
  1932. var texture = renderTarget.texture;
  1933. if ( texture.format !== THREE.RGBAFormat
  1934. && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1935. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1936. return;
  1937. }
  1938. if ( texture.type !== THREE.UnsignedByteType
  1939. && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
  1940. && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
  1941. && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
  1942. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1943. return;
  1944. }
  1945. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1946. _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
  1947. } else {
  1948. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1949. }
  1950. } finally {
  1951. if ( restore ) {
  1952. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1953. }
  1954. }
  1955. }
  1956. };
  1957. function updateRenderTargetMipmap( renderTarget ) {
  1958. var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  1959. var texture = properties.get( renderTarget.texture ).__webglTexture;
  1960. state.bindTexture( target, texture );
  1961. _gl.generateMipmap( target );
  1962. state.bindTexture( target, null );
  1963. }
  1964. // Fallback filters for non-power-of-2 textures
  1965. function filterFallback ( f ) {
  1966. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  1967. return _gl.NEAREST;
  1968. }
  1969. return _gl.LINEAR;
  1970. }
  1971. // Map three.js constants to WebGL constants
  1972. function paramThreeToGL ( p ) {
  1973. var extension;
  1974. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  1975. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  1976. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  1977. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  1978. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  1979. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  1980. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  1981. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  1982. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  1983. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  1984. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  1985. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  1986. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  1987. if ( p === THREE.ByteType ) return _gl.BYTE;
  1988. if ( p === THREE.ShortType ) return _gl.SHORT;
  1989. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  1990. if ( p === THREE.IntType ) return _gl.INT;
  1991. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  1992. if ( p === THREE.FloatType ) return _gl.FLOAT;
  1993. extension = extensions.get( 'OES_texture_half_float' );
  1994. if ( extension !== null ) {
  1995. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  1996. }
  1997. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  1998. if ( p === THREE.RGBFormat ) return _gl.RGB;
  1999. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2000. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2001. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2002. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2003. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2004. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2005. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2006. if ( p === THREE.OneFactor ) return _gl.ONE;
  2007. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2008. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2009. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2010. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2011. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2012. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2013. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2014. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2015. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2016. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2017. if ( extension !== null ) {
  2018. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2019. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2020. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2021. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2022. }
  2023. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2024. if ( extension !== null ) {
  2025. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2026. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2027. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2028. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2029. }
  2030. extension = extensions.get( 'EXT_blend_minmax' );
  2031. if ( extension !== null ) {
  2032. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2033. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2034. }
  2035. return 0;
  2036. }
  2037. };