WebGLRenderer.js 85 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _width = _canvas.width,
  13. _height = _canvas.height,
  14. pixelRatio = 1,
  15. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  16. _depth = parameters.depth !== undefined ? parameters.depth : true,
  17. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  18. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  19. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  20. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. var lights = [];
  24. var opaqueObjects = [];
  25. var opaqueObjectsLastIndex = - 1;
  26. var transparentObjects = [];
  27. var transparentObjectsLastIndex = - 1;
  28. var morphInfluences = new Float32Array( 8 );
  29. var sprites = [];
  30. var lensFlares = [];
  31. // public properties
  32. this.domElement = _canvas;
  33. this.context = null;
  34. // clearing
  35. this.autoClear = true;
  36. this.autoClearColor = true;
  37. this.autoClearDepth = true;
  38. this.autoClearStencil = true;
  39. // scene graph
  40. this.sortObjects = true;
  41. // physically based shading
  42. this.gammaFactor = 2.0; // for backwards compatibility
  43. this.gammaInput = false;
  44. this.gammaOutput = false;
  45. // morphs
  46. this.maxMorphTargets = 8;
  47. this.maxMorphNormals = 4;
  48. // flags
  49. this.autoScaleCubemaps = true;
  50. // internal properties
  51. var _this = this,
  52. // internal state cache
  53. _currentProgram = null,
  54. _currentFramebuffer = null,
  55. _currentMaterialId = - 1,
  56. _currentGeometryProgram = '',
  57. _currentCamera = null,
  58. _usedTextureUnits = 0,
  59. _viewportX = 0,
  60. _viewportY = 0,
  61. _viewportWidth = _canvas.width,
  62. _viewportHeight = _canvas.height,
  63. _currentWidth = 0,
  64. _currentHeight = 0,
  65. // frustum
  66. _frustum = new THREE.Frustum(),
  67. // camera matrices cache
  68. _projScreenMatrix = new THREE.Matrix4(),
  69. _vector3 = new THREE.Vector3(),
  70. // light arrays cache
  71. _direction = new THREE.Vector3(),
  72. _lightsNeedUpdate = true,
  73. _lights = {
  74. ambient: [ 0, 0, 0 ],
  75. directional: { length: 0, colors: [], positions: [] },
  76. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  77. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  78. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  79. },
  80. // info
  81. _infoMemory = {
  82. geometries: 0,
  83. textures: 0
  84. },
  85. _infoRender = {
  86. calls: 0,
  87. vertices: 0,
  88. faces: 0,
  89. points: 0
  90. };
  91. this.info = {
  92. render: _infoRender,
  93. memory: _infoMemory,
  94. programs: null
  95. };
  96. // initialize
  97. var _gl;
  98. try {
  99. var attributes = {
  100. alpha: _alpha,
  101. depth: _depth,
  102. stencil: _stencil,
  103. antialias: _antialias,
  104. premultipliedAlpha: _premultipliedAlpha,
  105. preserveDrawingBuffer: _preserveDrawingBuffer
  106. };
  107. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  108. if ( _gl === null ) {
  109. if ( _canvas.getContext( 'webgl' ) !== null ) {
  110. throw 'Error creating WebGL context with your selected attributes.';
  111. } else {
  112. throw 'Error creating WebGL context.';
  113. }
  114. }
  115. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  116. } catch ( error ) {
  117. console.error( 'THREE.WebGLRenderer: ' + error );
  118. }
  119. var extensions = new THREE.WebGLExtensions( _gl );
  120. extensions.get( 'OES_texture_float' );
  121. extensions.get( 'OES_texture_float_linear' );
  122. extensions.get( 'OES_texture_half_float' );
  123. extensions.get( 'OES_texture_half_float_linear' );
  124. extensions.get( 'OES_standard_derivatives' );
  125. extensions.get( 'ANGLE_instanced_arrays' );
  126. if ( extensions.get( 'OES_element_index_uint' ) ) {
  127. THREE.BufferGeometry.MaxIndex = 4294967296;
  128. }
  129. var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
  130. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  131. var properties = new THREE.WebGLProperties();
  132. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  133. var programCache = new THREE.WebGLPrograms( this, capabilities );
  134. this.info.programs = programCache.programs;
  135. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  136. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  137. //
  138. function glClearColor( r, g, b, a ) {
  139. if ( _premultipliedAlpha === true ) {
  140. r *= a; g *= a; b *= a;
  141. }
  142. _gl.clearColor( r, g, b, a );
  143. }
  144. function setDefaultGLState() {
  145. state.init();
  146. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  147. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  148. }
  149. function resetGLState() {
  150. _currentProgram = null;
  151. _currentCamera = null;
  152. _currentGeometryProgram = '';
  153. _currentMaterialId = - 1;
  154. _lightsNeedUpdate = true;
  155. state.reset();
  156. }
  157. setDefaultGLState();
  158. this.context = _gl;
  159. this.capabilities = capabilities;
  160. this.extensions = extensions;
  161. this.state = state;
  162. // shadow map
  163. var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
  164. this.shadowMap = shadowMap;
  165. // Plugins
  166. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  167. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  168. // API
  169. this.getContext = function () {
  170. return _gl;
  171. };
  172. this.getContextAttributes = function () {
  173. return _gl.getContextAttributes();
  174. };
  175. this.forceContextLoss = function () {
  176. extensions.get( 'WEBGL_lose_context' ).loseContext();
  177. };
  178. this.getMaxAnisotropy = ( function () {
  179. var value;
  180. return function getMaxAnisotropy() {
  181. if ( value !== undefined ) return value;
  182. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  183. if ( extension !== null ) {
  184. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  185. } else {
  186. value = 0;
  187. }
  188. return value;
  189. }
  190. } )();
  191. this.getPrecision = function () {
  192. return capabilities.precision;
  193. };
  194. this.getPixelRatio = function () {
  195. return pixelRatio;
  196. };
  197. this.setPixelRatio = function ( value ) {
  198. if ( value !== undefined ) pixelRatio = value;
  199. };
  200. this.getSize = function () {
  201. return {
  202. width: _width,
  203. height: _height
  204. };
  205. };
  206. this.setSize = function ( width, height, updateStyle ) {
  207. _width = width;
  208. _height = height;
  209. _canvas.width = width * pixelRatio;
  210. _canvas.height = height * pixelRatio;
  211. if ( updateStyle !== false ) {
  212. _canvas.style.width = width + 'px';
  213. _canvas.style.height = height + 'px';
  214. }
  215. this.setViewport( 0, 0, width, height );
  216. };
  217. this.setViewport = function ( x, y, width, height ) {
  218. _viewportX = x * pixelRatio;
  219. _viewportY = y * pixelRatio;
  220. _viewportWidth = width * pixelRatio;
  221. _viewportHeight = height * pixelRatio;
  222. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  223. };
  224. this.getViewport = function ( dimensions ) {
  225. dimensions.x = _viewportX / pixelRatio;
  226. dimensions.y = _viewportY / pixelRatio;
  227. dimensions.z = _viewportWidth / pixelRatio;
  228. dimensions.w = _viewportHeight / pixelRatio;
  229. };
  230. this.setScissor = function ( x, y, width, height ) {
  231. _gl.scissor(
  232. x * pixelRatio,
  233. y * pixelRatio,
  234. width * pixelRatio,
  235. height * pixelRatio
  236. );
  237. };
  238. this.enableScissorTest = function ( boolean ) {
  239. state.setScissorTest( boolean );
  240. };
  241. // Clearing
  242. this.getClearColor = function () {
  243. return _clearColor;
  244. };
  245. this.setClearColor = function ( color, alpha ) {
  246. _clearColor.set( color );
  247. _clearAlpha = alpha !== undefined ? alpha : 1;
  248. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  249. };
  250. this.getClearAlpha = function () {
  251. return _clearAlpha;
  252. };
  253. this.setClearAlpha = function ( alpha ) {
  254. _clearAlpha = alpha;
  255. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  256. };
  257. this.clear = function ( color, depth, stencil ) {
  258. var bits = 0;
  259. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  260. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  261. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  262. _gl.clear( bits );
  263. };
  264. this.clearColor = function () {
  265. _gl.clear( _gl.COLOR_BUFFER_BIT );
  266. };
  267. this.clearDepth = function () {
  268. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  269. };
  270. this.clearStencil = function () {
  271. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  272. };
  273. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  274. this.setRenderTarget( renderTarget );
  275. this.clear( color, depth, stencil );
  276. };
  277. // Reset
  278. this.resetGLState = resetGLState;
  279. this.dispose = function() {
  280. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  281. };
  282. // Events
  283. function onContextLost( event ) {
  284. event.preventDefault();
  285. resetGLState();
  286. setDefaultGLState();
  287. properties.clear();
  288. };
  289. function onTextureDispose( event ) {
  290. var texture = event.target;
  291. texture.removeEventListener( 'dispose', onTextureDispose );
  292. deallocateTexture( texture );
  293. _infoMemory.textures --;
  294. }
  295. function onRenderTargetDispose( event ) {
  296. var renderTarget = event.target;
  297. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  298. deallocateRenderTarget( renderTarget );
  299. _infoMemory.textures --;
  300. }
  301. function onMaterialDispose( event ) {
  302. var material = event.target;
  303. material.removeEventListener( 'dispose', onMaterialDispose );
  304. deallocateMaterial( material );
  305. }
  306. // Buffer deallocation
  307. function deallocateTexture( texture ) {
  308. var textureProperties = properties.get( texture );
  309. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  310. // cube texture
  311. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  312. } else {
  313. // 2D texture
  314. if ( textureProperties.__webglInit === undefined ) return;
  315. _gl.deleteTexture( textureProperties.__webglTexture );
  316. }
  317. // remove all webgl properties
  318. properties.delete( texture );
  319. }
  320. function deallocateRenderTarget( renderTarget ) {
  321. var renderTargetProperties = properties.get( renderTarget );
  322. var textureProperties = properties.get( renderTarget.texture );
  323. if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
  324. _gl.deleteTexture( textureProperties.__webglTexture );
  325. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  326. for ( var i = 0; i < 6; i ++ ) {
  327. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  328. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  329. }
  330. } else {
  331. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  332. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  333. }
  334. properties.delete( renderTarget.texture );
  335. properties.delete( renderTarget );
  336. }
  337. function deallocateMaterial( material ) {
  338. releaseMaterialProgramReference( material );
  339. properties.delete( material );
  340. }
  341. function releaseMaterialProgramReference( material ) {
  342. var programInfo = properties.get( material ).program;
  343. material.program = undefined;
  344. if ( programInfo !== undefined ) {
  345. programCache.releaseProgram( programInfo );
  346. }
  347. }
  348. // Buffer rendering
  349. this.renderBufferImmediate = function ( object, program, material ) {
  350. state.initAttributes();
  351. var buffers = properties.get( object );
  352. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  353. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  354. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  355. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  356. var attributes = program.getAttributes();
  357. if ( object.hasPositions ) {
  358. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  359. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  360. state.enableAttribute( attributes.position );
  361. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  362. }
  363. if ( object.hasNormals ) {
  364. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  365. if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && 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. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
  658. if ( texture.generateMipmaps && isTargetPowerOfTwo && texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  659. updateRenderTargetMipmap( renderTarget );
  660. }
  661. }
  662. // Ensure depth buffer writing is enabled so it can be cleared on next render
  663. state.setDepthTest( true );
  664. state.setDepthWrite( true );
  665. state.setColorWrite( true );
  666. // _gl.finish();
  667. };
  668. function pushRenderItem( object, geometry, material, z, group ) {
  669. var array, index;
  670. // allocate the next position in the appropriate array
  671. if ( material.transparent ) {
  672. array = transparentObjects;
  673. index = ++ transparentObjectsLastIndex;
  674. } else {
  675. array = opaqueObjects;
  676. index = ++ opaqueObjectsLastIndex;
  677. }
  678. // recycle existing render item or grow the array
  679. var renderItem = array[ index ];
  680. if ( renderItem !== undefined ) {
  681. renderItem.id = object.id;
  682. renderItem.object = object;
  683. renderItem.geometry = geometry;
  684. renderItem.material = material;
  685. renderItem.z = _vector3.z;
  686. renderItem.group = group;
  687. } else {
  688. renderItem = {
  689. id: object.id,
  690. object: object,
  691. geometry: geometry,
  692. material: material,
  693. z: _vector3.z,
  694. group: group
  695. };
  696. // assert( index === array.length );
  697. array.push( renderItem );
  698. }
  699. }
  700. function projectObject( object, camera ) {
  701. if ( object.visible === false ) return;
  702. if ( object.layers.test( camera.layers ) ) {
  703. if ( object instanceof THREE.Light ) {
  704. lights.push( object );
  705. } else if ( object instanceof THREE.Sprite ) {
  706. sprites.push( object );
  707. } else if ( object instanceof THREE.LensFlare ) {
  708. lensFlares.push( object );
  709. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  710. if ( _this.sortObjects === true ) {
  711. _vector3.setFromMatrixPosition( object.matrixWorld );
  712. _vector3.applyProjection( _projScreenMatrix );
  713. }
  714. pushRenderItem( object, null, object.material, _vector3.z, null );
  715. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  716. if ( object instanceof THREE.SkinnedMesh ) {
  717. object.skeleton.update();
  718. }
  719. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  720. var material = object.material;
  721. if ( material.visible === true ) {
  722. if ( _this.sortObjects === true ) {
  723. _vector3.setFromMatrixPosition( object.matrixWorld );
  724. _vector3.applyProjection( _projScreenMatrix );
  725. }
  726. var geometry = objects.update( object );
  727. if ( material instanceof THREE.MeshFaceMaterial ) {
  728. var groups = geometry.groups;
  729. var materials = material.materials;
  730. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  731. var group = groups[ i ];
  732. var groupMaterial = materials[ group.materialIndex ];
  733. if ( groupMaterial.visible === true ) {
  734. pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  735. }
  736. }
  737. } else {
  738. pushRenderItem( object, geometry, material, _vector3.z, null );
  739. }
  740. }
  741. }
  742. }
  743. }
  744. var children = object.children;
  745. for ( var i = 0, l = children.length; i < l; i ++ ) {
  746. projectObject( children[ i ], camera );
  747. }
  748. }
  749. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  750. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  751. var renderItem = renderList[ i ];
  752. var object = renderItem.object;
  753. var geometry = renderItem.geometry;
  754. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  755. var group = renderItem.group;
  756. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  757. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  758. if ( object instanceof THREE.ImmediateRenderObject ) {
  759. setMaterial( material );
  760. var program = setProgram( camera, lights, fog, material, object );
  761. _currentGeometryProgram = '';
  762. object.render( function ( object ) {
  763. _this.renderBufferImmediate( object, program, material );
  764. } );
  765. } else {
  766. _this.renderBufferDirect( camera, lights, fog, geometry, material, object, group );
  767. }
  768. }
  769. }
  770. function initMaterial( material, lights, fog, object ) {
  771. var materialProperties = properties.get( material );
  772. var parameters = programCache.getParameters( material, lights, fog, object );
  773. var code = programCache.getProgramCode( material, parameters );
  774. var program = materialProperties.program;
  775. var programChange = true;
  776. if ( program === undefined ) {
  777. // new material
  778. material.addEventListener( 'dispose', onMaterialDispose );
  779. } else if ( program.code !== code ) {
  780. // changed glsl or parameters
  781. releaseMaterialProgramReference( material );
  782. } else if ( parameters.shaderID !== undefined ) {
  783. // same glsl and uniform list
  784. return;
  785. } else {
  786. // only rebuild uniform list
  787. programChange = false;
  788. }
  789. if ( programChange ) {
  790. if ( parameters.shaderID ) {
  791. var shader = THREE.ShaderLib[ parameters.shaderID ];
  792. materialProperties.__webglShader = {
  793. name: material.type,
  794. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  795. vertexShader: shader.vertexShader,
  796. fragmentShader: shader.fragmentShader
  797. };
  798. } else {
  799. materialProperties.__webglShader = {
  800. name: material.type,
  801. uniforms: material.uniforms,
  802. vertexShader: material.vertexShader,
  803. fragmentShader: material.fragmentShader
  804. };
  805. }
  806. material.__webglShader = materialProperties.__webglShader;
  807. program = programCache.acquireProgram( material, parameters, code );
  808. materialProperties.program = program;
  809. material.program = program;
  810. }
  811. var attributes = program.getAttributes();
  812. if ( material.morphTargets ) {
  813. material.numSupportedMorphTargets = 0;
  814. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  815. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  816. material.numSupportedMorphTargets ++;
  817. }
  818. }
  819. }
  820. if ( material.morphNormals ) {
  821. material.numSupportedMorphNormals = 0;
  822. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  823. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  824. material.numSupportedMorphNormals ++;
  825. }
  826. }
  827. }
  828. materialProperties.uniformsList = [];
  829. var uniformLocations = materialProperties.program.getUniforms();
  830. for ( var u in materialProperties.__webglShader.uniforms ) {
  831. var location = uniformLocations[ u ];
  832. if ( location ) {
  833. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  834. }
  835. }
  836. }
  837. function setMaterial( material ) {
  838. setMaterialFaces( material );
  839. if ( material.transparent === true ) {
  840. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  841. } else {
  842. state.setBlending( THREE.NoBlending );
  843. }
  844. state.setDepthFunc( material.depthFunc );
  845. state.setDepthTest( material.depthTest );
  846. state.setDepthWrite( material.depthWrite );
  847. state.setColorWrite( material.colorWrite );
  848. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  849. }
  850. function setMaterialFaces( material ) {
  851. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  852. state.setFlipSided( material.side === THREE.BackSide );
  853. }
  854. function setProgram( camera, lights, fog, material, object ) {
  855. _usedTextureUnits = 0;
  856. var materialProperties = properties.get( material );
  857. if ( material.needsUpdate || ! materialProperties.program ) {
  858. initMaterial( material, lights, fog, object );
  859. material.needsUpdate = false;
  860. }
  861. var refreshProgram = false;
  862. var refreshMaterial = false;
  863. var refreshLights = false;
  864. var program = materialProperties.program,
  865. p_uniforms = program.getUniforms(),
  866. m_uniforms = materialProperties.__webglShader.uniforms;
  867. if ( program.id !== _currentProgram ) {
  868. _gl.useProgram( program.program );
  869. _currentProgram = program.id;
  870. refreshProgram = true;
  871. refreshMaterial = true;
  872. refreshLights = true;
  873. }
  874. if ( material.id !== _currentMaterialId ) {
  875. if ( _currentMaterialId === - 1 ) refreshLights = true;
  876. _currentMaterialId = material.id;
  877. refreshMaterial = true;
  878. }
  879. if ( refreshProgram || camera !== _currentCamera ) {
  880. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  881. if ( capabilities.logarithmicDepthBuffer ) {
  882. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  883. }
  884. if ( camera !== _currentCamera ) _currentCamera = camera;
  885. // load material specific uniforms
  886. // (shader material also gets them for the sake of genericity)
  887. if ( material instanceof THREE.ShaderMaterial ||
  888. material instanceof THREE.MeshPhongMaterial ||
  889. material instanceof THREE.MeshStandardMaterial ||
  890. material.envMap ) {
  891. if ( p_uniforms.cameraPosition !== undefined ) {
  892. _vector3.setFromMatrixPosition( camera.matrixWorld );
  893. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  894. }
  895. }
  896. if ( material instanceof THREE.MeshPhongMaterial ||
  897. material instanceof THREE.MeshLambertMaterial ||
  898. material instanceof THREE.MeshBasicMaterial ||
  899. material instanceof THREE.MeshStandardMaterial ||
  900. material instanceof THREE.ShaderMaterial ||
  901. material.skinning ) {
  902. if ( p_uniforms.viewMatrix !== undefined ) {
  903. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  904. }
  905. }
  906. }
  907. // skinning uniforms must be set even if material didn't change
  908. // auto-setting of texture unit for bone texture must go before other textures
  909. // not sure why, but otherwise weird things happen
  910. if ( material.skinning ) {
  911. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  912. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  913. }
  914. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  915. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  916. }
  917. if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  918. if ( p_uniforms.boneTexture !== undefined ) {
  919. var textureUnit = getTextureUnit();
  920. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  921. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  922. }
  923. if ( p_uniforms.boneTextureWidth !== undefined ) {
  924. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  925. }
  926. if ( p_uniforms.boneTextureHeight !== undefined ) {
  927. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  928. }
  929. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  930. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  931. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  932. }
  933. }
  934. }
  935. if ( refreshMaterial ) {
  936. // refresh uniforms common to several materials
  937. if ( fog && material.fog ) {
  938. refreshUniformsFog( m_uniforms, fog );
  939. }
  940. if ( material instanceof THREE.MeshPhongMaterial ||
  941. material instanceof THREE.MeshLambertMaterial ||
  942. material instanceof THREE.MeshStandardMaterial ||
  943. material.lights ) {
  944. if ( _lightsNeedUpdate ) {
  945. refreshLights = true;
  946. setupLights( lights, camera );
  947. _lightsNeedUpdate = false;
  948. }
  949. if ( refreshLights ) {
  950. refreshUniformsLights( m_uniforms, _lights );
  951. markUniformsLightsNeedsUpdate( m_uniforms, true );
  952. } else {
  953. markUniformsLightsNeedsUpdate( m_uniforms, false );
  954. }
  955. }
  956. if ( material instanceof THREE.MeshBasicMaterial ||
  957. material instanceof THREE.MeshLambertMaterial ||
  958. material instanceof THREE.MeshPhongMaterial ||
  959. material instanceof THREE.MeshStandardMaterial ) {
  960. refreshUniformsCommon( m_uniforms, material );
  961. }
  962. // refresh single material specific uniforms
  963. if ( material instanceof THREE.LineBasicMaterial ) {
  964. refreshUniformsLine( m_uniforms, material );
  965. } else if ( material instanceof THREE.LineDashedMaterial ) {
  966. refreshUniformsLine( m_uniforms, material );
  967. refreshUniformsDash( m_uniforms, material );
  968. } else if ( material instanceof THREE.PointsMaterial ) {
  969. refreshUniformsParticle( m_uniforms, material );
  970. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  971. refreshUniformsPhong( m_uniforms, material );
  972. } else if ( material instanceof THREE.MeshStandardMaterial ) {
  973. refreshUniformsStandard( m_uniforms, material );
  974. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  975. m_uniforms.mNear.value = camera.near;
  976. m_uniforms.mFar.value = camera.far;
  977. m_uniforms.opacity.value = material.opacity;
  978. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  979. m_uniforms.opacity.value = material.opacity;
  980. }
  981. if ( shadowMap.enabled ) {
  982. if ( object.receiveShadow && ! material._shadowPass ) {
  983. refreshUniformsShadow( m_uniforms, lights, camera );
  984. }
  985. }
  986. // load common uniforms
  987. loadUniformsGeneric( materialProperties.uniformsList );
  988. }
  989. loadUniformsMatrices( p_uniforms, object );
  990. if ( p_uniforms.modelMatrix !== undefined ) {
  991. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  992. }
  993. return program;
  994. }
  995. // Uniforms (refresh uniforms objects)
  996. function refreshUniformsCommon ( uniforms, material ) {
  997. uniforms.opacity.value = material.opacity;
  998. uniforms.diffuse.value = material.color;
  999. if ( material.emissive ) {
  1000. uniforms.emissive.value = material.emissive;
  1001. }
  1002. uniforms.map.value = material.map;
  1003. uniforms.specularMap.value = material.specularMap;
  1004. uniforms.alphaMap.value = material.alphaMap;
  1005. if ( material.aoMap ) {
  1006. uniforms.aoMap.value = material.aoMap;
  1007. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1008. }
  1009. // uv repeat and offset setting priorities
  1010. // 1. color map
  1011. // 2. specular map
  1012. // 3. normal map
  1013. // 4. bump map
  1014. // 5. alpha map
  1015. // 6. emissive map
  1016. var uvScaleMap;
  1017. if ( material.map ) {
  1018. uvScaleMap = material.map;
  1019. } else if ( material.specularMap ) {
  1020. uvScaleMap = material.specularMap;
  1021. } else if ( material.displacementMap ) {
  1022. uvScaleMap = material.displacementMap;
  1023. } else if ( material.normalMap ) {
  1024. uvScaleMap = material.normalMap;
  1025. } else if ( material.bumpMap ) {
  1026. uvScaleMap = material.bumpMap;
  1027. } else if ( material.alphaMap ) {
  1028. uvScaleMap = material.alphaMap;
  1029. } else if ( material.emissiveMap ) {
  1030. uvScaleMap = material.emissiveMap;
  1031. }
  1032. if ( uvScaleMap !== undefined ) {
  1033. if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) uvScaleMap = uvScaleMap.texture;
  1034. var offset = uvScaleMap.offset;
  1035. var repeat = uvScaleMap.repeat;
  1036. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1037. }
  1038. uniforms.envMap.value = material.envMap;
  1039. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1040. uniforms.reflectivity.value = material.reflectivity;
  1041. uniforms.refractionRatio.value = material.refractionRatio;
  1042. }
  1043. function refreshUniformsLine ( uniforms, material ) {
  1044. uniforms.diffuse.value = material.color;
  1045. uniforms.opacity.value = material.opacity;
  1046. }
  1047. function refreshUniformsDash ( uniforms, material ) {
  1048. uniforms.dashSize.value = material.dashSize;
  1049. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1050. uniforms.scale.value = material.scale;
  1051. }
  1052. function refreshUniformsParticle ( uniforms, material ) {
  1053. uniforms.psColor.value = material.color;
  1054. uniforms.opacity.value = material.opacity;
  1055. uniforms.size.value = material.size;
  1056. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1057. uniforms.map.value = material.map;
  1058. if ( material.map !== null ) {
  1059. var offset = material.map.offset;
  1060. var repeat = material.map.repeat;
  1061. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1062. }
  1063. }
  1064. function refreshUniformsFog ( uniforms, fog ) {
  1065. uniforms.fogColor.value = fog.color;
  1066. if ( fog instanceof THREE.Fog ) {
  1067. uniforms.fogNear.value = fog.near;
  1068. uniforms.fogFar.value = fog.far;
  1069. } else if ( fog instanceof THREE.FogExp2 ) {
  1070. uniforms.fogDensity.value = fog.density;
  1071. }
  1072. }
  1073. function refreshUniformsPhong ( uniforms, material ) {
  1074. uniforms.specular.value = material.specular;
  1075. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1076. if ( material.lightMap ) {
  1077. uniforms.lightMap.value = material.lightMap;
  1078. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1079. }
  1080. if ( material.emissiveMap ) {
  1081. uniforms.emissiveMap.value = material.emissiveMap;
  1082. }
  1083. if ( material.bumpMap ) {
  1084. uniforms.bumpMap.value = material.bumpMap;
  1085. uniforms.bumpScale.value = material.bumpScale;
  1086. }
  1087. if ( material.normalMap ) {
  1088. uniforms.normalMap.value = material.normalMap;
  1089. uniforms.normalScale.value.copy( material.normalScale );
  1090. }
  1091. if ( material.displacementMap ) {
  1092. uniforms.displacementMap.value = material.displacementMap;
  1093. uniforms.displacementScale.value = material.displacementScale;
  1094. uniforms.displacementBias.value = material.displacementBias;
  1095. }
  1096. }
  1097. function refreshUniformsStandard ( uniforms, material ) {
  1098. uniforms.roughness.value = material.roughness;
  1099. //uniforms.reflectivity.value = material.reflectivity; // part of uniforms common
  1100. uniforms.metalness.value = material.metalness;
  1101. if ( material.roughnessMap ) {
  1102. uniforms.roughnessMap.value = material.roughnessMap;
  1103. }
  1104. if ( material.reflectivityMap ) {
  1105. uniforms.reflectivityMap.value = material.reflectivityMap;
  1106. }
  1107. if ( material.metalnessMap ) {
  1108. uniforms.metalnessMap.value = material.metalnessMap;
  1109. }
  1110. if ( material.lightMap ) {
  1111. uniforms.lightMap.value = material.lightMap;
  1112. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1113. }
  1114. if ( material.emissiveMap ) {
  1115. uniforms.emissiveMap.value = material.emissiveMap;
  1116. }
  1117. if ( material.bumpMap ) {
  1118. uniforms.bumpMap.value = material.bumpMap;
  1119. uniforms.bumpScale.value = material.bumpScale;
  1120. }
  1121. if ( material.normalMap ) {
  1122. uniforms.normalMap.value = material.normalMap;
  1123. uniforms.normalScale.value.copy( material.normalScale );
  1124. }
  1125. if ( material.displacementMap ) {
  1126. uniforms.displacementMap.value = material.displacementMap;
  1127. uniforms.displacementScale.value = material.displacementScale;
  1128. uniforms.displacementBias.value = material.displacementBias;
  1129. }
  1130. if ( material.envMap ) {
  1131. //uniforms.envMap.value = material.envMap; // part of uniforms common
  1132. uniforms.envMapIntensity.value = material.envMapIntensity;
  1133. }
  1134. }
  1135. function refreshUniformsLights ( uniforms, lights ) {
  1136. uniforms.ambientLightColor.value = lights.ambient;
  1137. uniforms.directionalLightColor.value = lights.directional.colors;
  1138. uniforms.directionalLightDirection.value = lights.directional.positions;
  1139. uniforms.pointLightColor.value = lights.point.colors;
  1140. uniforms.pointLightPosition.value = lights.point.positions;
  1141. uniforms.pointLightDistance.value = lights.point.distances;
  1142. uniforms.pointLightDecay.value = lights.point.decays;
  1143. uniforms.spotLightColor.value = lights.spot.colors;
  1144. uniforms.spotLightPosition.value = lights.spot.positions;
  1145. uniforms.spotLightDistance.value = lights.spot.distances;
  1146. uniforms.spotLightDirection.value = lights.spot.directions;
  1147. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1148. uniforms.spotLightExponent.value = lights.spot.exponents;
  1149. uniforms.spotLightDecay.value = lights.spot.decays;
  1150. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1151. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1152. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1153. }
  1154. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1155. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1156. uniforms.ambientLightColor.needsUpdate = value;
  1157. uniforms.directionalLightColor.needsUpdate = value;
  1158. uniforms.directionalLightDirection.needsUpdate = value;
  1159. uniforms.pointLightColor.needsUpdate = value;
  1160. uniforms.pointLightPosition.needsUpdate = value;
  1161. uniforms.pointLightDistance.needsUpdate = value;
  1162. uniforms.pointLightDecay.needsUpdate = value;
  1163. uniforms.spotLightColor.needsUpdate = value;
  1164. uniforms.spotLightPosition.needsUpdate = value;
  1165. uniforms.spotLightDistance.needsUpdate = value;
  1166. uniforms.spotLightDirection.needsUpdate = value;
  1167. uniforms.spotLightAngleCos.needsUpdate = value;
  1168. uniforms.spotLightExponent.needsUpdate = value;
  1169. uniforms.spotLightDecay.needsUpdate = value;
  1170. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  1171. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  1172. uniforms.hemisphereLightDirection.needsUpdate = value;
  1173. }
  1174. function refreshUniformsShadow ( uniforms, lights, camera ) {
  1175. if ( uniforms.shadowMatrix ) {
  1176. var j = 0;
  1177. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1178. var light = lights[ i ];
  1179. if ( light.castShadow === true ) {
  1180. if ( light instanceof THREE.PointLight || light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {
  1181. var shadow = light.shadow;
  1182. if ( light instanceof THREE.PointLight ) {
  1183. // for point lights we set the shadow matrix to be a translation-only matrix
  1184. // equal to inverse of the light's position
  1185. _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
  1186. shadow.matrix.identity().setPosition( _vector3 );
  1187. // for point lights we set the sign of the shadowDarkness uniform to be negative
  1188. uniforms.shadowDarkness.value[ j ] = - shadow.darkness;
  1189. } else {
  1190. uniforms.shadowDarkness.value[ j ] = shadow.darkness;
  1191. }
  1192. uniforms.shadowMatrix.value[ j ] = shadow.matrix;
  1193. uniforms.shadowMap.value[ j ] = shadow.map;
  1194. uniforms.shadowMapSize.value[ j ] = shadow.mapSize;
  1195. uniforms.shadowBias.value[ j ] = shadow.bias;
  1196. j ++;
  1197. }
  1198. }
  1199. }
  1200. }
  1201. }
  1202. // Uniforms (load to GPU)
  1203. function loadUniformsMatrices ( uniforms, object ) {
  1204. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1205. if ( uniforms.normalMatrix ) {
  1206. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1207. }
  1208. }
  1209. function getTextureUnit() {
  1210. var textureUnit = _usedTextureUnits;
  1211. if ( textureUnit >= capabilities.maxTextures ) {
  1212. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  1213. }
  1214. _usedTextureUnits += 1;
  1215. return textureUnit;
  1216. }
  1217. function loadUniformsGeneric ( uniforms ) {
  1218. var texture, textureUnit;
  1219. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1220. var uniform = uniforms[ j ][ 0 ];
  1221. // needsUpdate property is not added to all uniforms.
  1222. if ( uniform.needsUpdate === false ) continue;
  1223. var type = uniform.type;
  1224. var value = uniform.value;
  1225. var location = uniforms[ j ][ 1 ];
  1226. switch ( type ) {
  1227. case '1i':
  1228. _gl.uniform1i( location, value );
  1229. break;
  1230. case '1f':
  1231. _gl.uniform1f( location, value );
  1232. break;
  1233. case '2f':
  1234. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1235. break;
  1236. case '3f':
  1237. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1238. break;
  1239. case '4f':
  1240. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1241. break;
  1242. case '1iv':
  1243. _gl.uniform1iv( location, value );
  1244. break;
  1245. case '3iv':
  1246. _gl.uniform3iv( location, value );
  1247. break;
  1248. case '1fv':
  1249. _gl.uniform1fv( location, value );
  1250. break;
  1251. case '2fv':
  1252. _gl.uniform2fv( location, value );
  1253. break;
  1254. case '3fv':
  1255. _gl.uniform3fv( location, value );
  1256. break;
  1257. case '4fv':
  1258. _gl.uniform4fv( location, value );
  1259. break;
  1260. case 'Matrix3fv':
  1261. _gl.uniformMatrix3fv( location, false, value );
  1262. break;
  1263. case 'Matrix4fv':
  1264. _gl.uniformMatrix4fv( location, false, value );
  1265. break;
  1266. //
  1267. case 'i':
  1268. // single integer
  1269. _gl.uniform1i( location, value );
  1270. break;
  1271. case 'f':
  1272. // single float
  1273. _gl.uniform1f( location, value );
  1274. break;
  1275. case 'v2':
  1276. // single THREE.Vector2
  1277. _gl.uniform2f( location, value.x, value.y );
  1278. break;
  1279. case 'v3':
  1280. // single THREE.Vector3
  1281. _gl.uniform3f( location, value.x, value.y, value.z );
  1282. break;
  1283. case 'v4':
  1284. // single THREE.Vector4
  1285. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1286. break;
  1287. case 'c':
  1288. // single THREE.Color
  1289. _gl.uniform3f( location, value.r, value.g, value.b );
  1290. break;
  1291. case 'iv1':
  1292. // flat array of integers (JS or typed array)
  1293. _gl.uniform1iv( location, value );
  1294. break;
  1295. case 'iv':
  1296. // flat array of integers with 3 x N size (JS or typed array)
  1297. _gl.uniform3iv( location, value );
  1298. break;
  1299. case 'fv1':
  1300. // flat array of floats (JS or typed array)
  1301. _gl.uniform1fv( location, value );
  1302. break;
  1303. case 'fv':
  1304. // flat array of floats with 3 x N size (JS or typed array)
  1305. _gl.uniform3fv( location, value );
  1306. break;
  1307. case 'v2v':
  1308. // array of THREE.Vector2
  1309. if ( uniform._array === undefined ) {
  1310. uniform._array = new Float32Array( 2 * value.length );
  1311. }
  1312. for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
  1313. uniform._array[ i2 + 0 ] = value[ i ].x;
  1314. uniform._array[ i2 + 1 ] = value[ i ].y;
  1315. }
  1316. _gl.uniform2fv( location, uniform._array );
  1317. break;
  1318. case 'v3v':
  1319. // array of THREE.Vector3
  1320. if ( uniform._array === undefined ) {
  1321. uniform._array = new Float32Array( 3 * value.length );
  1322. }
  1323. for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
  1324. uniform._array[ i3 + 0 ] = value[ i ].x;
  1325. uniform._array[ i3 + 1 ] = value[ i ].y;
  1326. uniform._array[ i3 + 2 ] = value[ i ].z;
  1327. }
  1328. _gl.uniform3fv( location, uniform._array );
  1329. break;
  1330. case 'v4v':
  1331. // array of THREE.Vector4
  1332. if ( uniform._array === undefined ) {
  1333. uniform._array = new Float32Array( 4 * value.length );
  1334. }
  1335. for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
  1336. uniform._array[ i4 + 0 ] = value[ i ].x;
  1337. uniform._array[ i4 + 1 ] = value[ i ].y;
  1338. uniform._array[ i4 + 2 ] = value[ i ].z;
  1339. uniform._array[ i4 + 3 ] = value[ i ].w;
  1340. }
  1341. _gl.uniform4fv( location, uniform._array );
  1342. break;
  1343. case 'm3':
  1344. // single THREE.Matrix3
  1345. _gl.uniformMatrix3fv( location, false, value.elements );
  1346. break;
  1347. case 'm3v':
  1348. // array of THREE.Matrix3
  1349. if ( uniform._array === undefined ) {
  1350. uniform._array = new Float32Array( 9 * value.length );
  1351. }
  1352. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1353. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1354. }
  1355. _gl.uniformMatrix3fv( location, false, uniform._array );
  1356. break;
  1357. case 'm4':
  1358. // single THREE.Matrix4
  1359. _gl.uniformMatrix4fv( location, false, value.elements );
  1360. break;
  1361. case 'm4v':
  1362. // array of THREE.Matrix4
  1363. if ( uniform._array === undefined ) {
  1364. uniform._array = new Float32Array( 16 * value.length );
  1365. }
  1366. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1367. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1368. }
  1369. _gl.uniformMatrix4fv( location, false, uniform._array );
  1370. break;
  1371. case 't':
  1372. // single THREE.Texture (2d or cube)
  1373. texture = value;
  1374. textureUnit = getTextureUnit();
  1375. _gl.uniform1i( location, textureUnit );
  1376. if ( ! texture ) continue;
  1377. if ( texture instanceof THREE.CubeTexture ||
  1378. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1379. // CompressedTexture can have Array in image :/
  1380. setCubeTexture( texture, textureUnit );
  1381. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1382. setCubeTextureDynamic( texture.texture, textureUnit );
  1383. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1384. _this.setTexture( texture.texture, textureUnit );
  1385. } else {
  1386. _this.setTexture( texture, textureUnit );
  1387. }
  1388. break;
  1389. case 'tv':
  1390. // array of THREE.Texture (2d or cube)
  1391. if ( uniform._array === undefined ) {
  1392. uniform._array = [];
  1393. }
  1394. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1395. uniform._array[ i ] = getTextureUnit();
  1396. }
  1397. _gl.uniform1iv( location, uniform._array );
  1398. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1399. texture = uniform.value[ i ];
  1400. textureUnit = uniform._array[ i ];
  1401. if ( ! texture ) continue;
  1402. if ( texture instanceof THREE.CubeTexture ||
  1403. ( texture.image instanceof Array && texture.image.length === 6 ) ) {
  1404. // CompressedTexture can have Array in image :/
  1405. setCubeTexture( texture, textureUnit );
  1406. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1407. _this.setTexture( texture.texture, textureUnit );
  1408. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1409. setCubeTextureDynamic( texture.texture, textureUnit );
  1410. } else {
  1411. _this.setTexture( texture, textureUnit );
  1412. }
  1413. }
  1414. break;
  1415. default:
  1416. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1417. }
  1418. }
  1419. }
  1420. function setColorLinear( array, offset, color, intensity ) {
  1421. array[ offset + 0 ] = color.r * intensity;
  1422. array[ offset + 1 ] = color.g * intensity;
  1423. array[ offset + 2 ] = color.b * intensity;
  1424. }
  1425. function setupLights ( lights, camera ) {
  1426. var l, ll, light,
  1427. r = 0, g = 0, b = 0,
  1428. color, skyColor, groundColor,
  1429. intensity,
  1430. distance,
  1431. zlights = _lights,
  1432. viewMatrix = camera.matrixWorldInverse,
  1433. dirColors = zlights.directional.colors,
  1434. dirPositions = zlights.directional.positions,
  1435. pointColors = zlights.point.colors,
  1436. pointPositions = zlights.point.positions,
  1437. pointDistances = zlights.point.distances,
  1438. pointDecays = zlights.point.decays,
  1439. spotColors = zlights.spot.colors,
  1440. spotPositions = zlights.spot.positions,
  1441. spotDistances = zlights.spot.distances,
  1442. spotDirections = zlights.spot.directions,
  1443. spotAnglesCos = zlights.spot.anglesCos,
  1444. spotExponents = zlights.spot.exponents,
  1445. spotDecays = zlights.spot.decays,
  1446. hemiSkyColors = zlights.hemi.skyColors,
  1447. hemiGroundColors = zlights.hemi.groundColors,
  1448. hemiPositions = zlights.hemi.positions,
  1449. dirLength = 0,
  1450. pointLength = 0,
  1451. spotLength = 0,
  1452. hemiLength = 0,
  1453. dirCount = 0,
  1454. pointCount = 0,
  1455. spotCount = 0,
  1456. hemiCount = 0,
  1457. dirOffset = 0,
  1458. pointOffset = 0,
  1459. spotOffset = 0,
  1460. hemiOffset = 0;
  1461. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1462. light = lights[ l ];
  1463. color = light.color;
  1464. intensity = light.intensity;
  1465. distance = light.distance;
  1466. if ( light instanceof THREE.AmbientLight ) {
  1467. if ( ! light.visible ) continue;
  1468. r += color.r;
  1469. g += color.g;
  1470. b += color.b;
  1471. } else if ( light instanceof THREE.DirectionalLight ) {
  1472. dirCount += 1;
  1473. if ( ! light.visible ) continue;
  1474. _direction.setFromMatrixPosition( light.matrixWorld );
  1475. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1476. _direction.sub( _vector3 );
  1477. _direction.transformDirection( viewMatrix );
  1478. dirOffset = dirLength * 3;
  1479. dirPositions[ dirOffset + 0 ] = _direction.x;
  1480. dirPositions[ dirOffset + 1 ] = _direction.y;
  1481. dirPositions[ dirOffset + 2 ] = _direction.z;
  1482. setColorLinear( dirColors, dirOffset, color, intensity );
  1483. dirLength += 1;
  1484. } else if ( light instanceof THREE.PointLight ) {
  1485. pointCount += 1;
  1486. if ( ! light.visible ) continue;
  1487. pointOffset = pointLength * 3;
  1488. setColorLinear( pointColors, pointOffset, color, intensity );
  1489. _vector3.setFromMatrixPosition( light.matrixWorld );
  1490. _vector3.applyMatrix4( viewMatrix );
  1491. pointPositions[ pointOffset + 0 ] = _vector3.x;
  1492. pointPositions[ pointOffset + 1 ] = _vector3.y;
  1493. pointPositions[ pointOffset + 2 ] = _vector3.z;
  1494. // distance is 0 if decay is 0, because there is no attenuation at all.
  1495. pointDistances[ pointLength ] = distance;
  1496. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1497. pointLength += 1;
  1498. } else if ( light instanceof THREE.SpotLight ) {
  1499. spotCount += 1;
  1500. if ( ! light.visible ) continue;
  1501. spotOffset = spotLength * 3;
  1502. setColorLinear( spotColors, spotOffset, color, intensity );
  1503. _direction.setFromMatrixPosition( light.matrixWorld );
  1504. _vector3.copy( _direction ).applyMatrix4( viewMatrix );
  1505. spotPositions[ spotOffset + 0 ] = _vector3.x;
  1506. spotPositions[ spotOffset + 1 ] = _vector3.y;
  1507. spotPositions[ spotOffset + 2 ] = _vector3.z;
  1508. spotDistances[ spotLength ] = distance;
  1509. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1510. _direction.sub( _vector3 );
  1511. _direction.transformDirection( viewMatrix );
  1512. spotDirections[ spotOffset + 0 ] = _direction.x;
  1513. spotDirections[ spotOffset + 1 ] = _direction.y;
  1514. spotDirections[ spotOffset + 2 ] = _direction.z;
  1515. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1516. spotExponents[ spotLength ] = light.exponent;
  1517. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1518. spotLength += 1;
  1519. } else if ( light instanceof THREE.HemisphereLight ) {
  1520. hemiCount += 1;
  1521. if ( ! light.visible ) continue;
  1522. _direction.setFromMatrixPosition( light.matrixWorld );
  1523. _direction.transformDirection( viewMatrix );
  1524. hemiOffset = hemiLength * 3;
  1525. hemiPositions[ hemiOffset + 0 ] = _direction.x;
  1526. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1527. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1528. skyColor = light.color;
  1529. groundColor = light.groundColor;
  1530. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1531. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1532. hemiLength += 1;
  1533. }
  1534. }
  1535. // null eventual remains from removed lights
  1536. // (this is to avoid if in shader)
  1537. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1538. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1539. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1540. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1541. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1542. zlights.directional.length = dirLength;
  1543. zlights.point.length = pointLength;
  1544. zlights.spot.length = spotLength;
  1545. zlights.hemi.length = hemiLength;
  1546. zlights.ambient[ 0 ] = r;
  1547. zlights.ambient[ 1 ] = g;
  1548. zlights.ambient[ 2 ] = b;
  1549. }
  1550. // GL state setting
  1551. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1552. if ( cullFace === THREE.CullFaceNone ) {
  1553. state.disable( _gl.CULL_FACE );
  1554. } else {
  1555. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1556. _gl.frontFace( _gl.CW );
  1557. } else {
  1558. _gl.frontFace( _gl.CCW );
  1559. }
  1560. if ( cullFace === THREE.CullFaceBack ) {
  1561. _gl.cullFace( _gl.BACK );
  1562. } else if ( cullFace === THREE.CullFaceFront ) {
  1563. _gl.cullFace( _gl.FRONT );
  1564. } else {
  1565. _gl.cullFace( _gl.FRONT_AND_BACK );
  1566. }
  1567. state.enable( _gl.CULL_FACE );
  1568. }
  1569. };
  1570. // Textures
  1571. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1572. var extension;
  1573. if ( isImagePowerOfTwo ) {
  1574. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1575. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1576. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1577. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1578. } else {
  1579. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1580. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1581. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1582. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
  1583. }
  1584. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1585. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1586. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1587. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
  1588. }
  1589. }
  1590. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1591. if ( extension ) {
  1592. if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  1593. if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  1594. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1595. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1596. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1597. }
  1598. }
  1599. }
  1600. function uploadTexture( textureProperties, texture, slot ) {
  1601. if ( textureProperties.__webglInit === undefined ) {
  1602. textureProperties.__webglInit = true;
  1603. texture.addEventListener( 'dispose', onTextureDispose );
  1604. textureProperties.__webglTexture = _gl.createTexture();
  1605. _infoMemory.textures ++;
  1606. }
  1607. state.activeTexture( _gl.TEXTURE0 + slot );
  1608. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1609. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1610. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1611. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1612. texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  1613. if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false ) {
  1614. texture.image = makePowerOfTwo( texture.image );
  1615. }
  1616. var image = texture.image,
  1617. isImagePowerOfTwo = isPowerOfTwo( image ),
  1618. glFormat = paramThreeToGL( texture.format ),
  1619. glType = paramThreeToGL( texture.type );
  1620. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1621. var mipmap, mipmaps = texture.mipmaps;
  1622. if ( texture instanceof THREE.DataTexture ) {
  1623. // use manually created mipmaps if available
  1624. // if there are no manual mipmaps
  1625. // set 0 level mipmap and then use GL to generate other mipmap levels
  1626. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1627. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1628. mipmap = mipmaps[ i ];
  1629. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1630. }
  1631. texture.generateMipmaps = false;
  1632. } else {
  1633. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1634. }
  1635. } else if ( texture instanceof THREE.CompressedTexture ) {
  1636. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1637. mipmap = mipmaps[ i ];
  1638. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1639. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1640. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1641. } else {
  1642. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1643. }
  1644. } else {
  1645. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1646. }
  1647. }
  1648. } else {
  1649. // regular Texture (image, video, canvas)
  1650. // use manually created mipmaps if available
  1651. // if there are no manual mipmaps
  1652. // set 0 level mipmap and then use GL to generate other mipmap levels
  1653. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1654. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1655. mipmap = mipmaps[ i ];
  1656. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1657. }
  1658. texture.generateMipmaps = false;
  1659. } else {
  1660. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1661. }
  1662. }
  1663. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1664. textureProperties.__version = texture.version;
  1665. if ( texture.onUpdate ) texture.onUpdate( texture );
  1666. }
  1667. this.setTexture = function ( texture, slot ) {
  1668. var textureProperties = properties.get( texture );
  1669. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1670. var image = texture.image;
  1671. if ( image === undefined ) {
  1672. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1673. return;
  1674. }
  1675. if ( image.complete === false ) {
  1676. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1677. return;
  1678. }
  1679. uploadTexture( textureProperties, texture, slot );
  1680. return;
  1681. }
  1682. state.activeTexture( _gl.TEXTURE0 + slot );
  1683. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1684. };
  1685. function clampToMaxSize ( image, maxSize ) {
  1686. if ( image.width > maxSize || image.height > maxSize ) {
  1687. // Warning: Scaling through the canvas will only work with images that use
  1688. // premultiplied alpha.
  1689. var scale = maxSize / Math.max( image.width, image.height );
  1690. var canvas = document.createElement( 'canvas' );
  1691. canvas.width = Math.floor( image.width * scale );
  1692. canvas.height = Math.floor( image.height * scale );
  1693. var context = canvas.getContext( '2d' );
  1694. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1695. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1696. return canvas;
  1697. }
  1698. return image;
  1699. }
  1700. function isPowerOfTwo( image ) {
  1701. return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
  1702. }
  1703. function textureNeedsPowerOfTwo( texture ) {
  1704. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
  1705. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;
  1706. return false;
  1707. }
  1708. function makePowerOfTwo( image ) {
  1709. if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
  1710. var canvas = document.createElement( 'canvas' );
  1711. canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
  1712. canvas.height = THREE.Math.nearestPowerOfTwo( image.height );
  1713. var context = canvas.getContext( '2d' );
  1714. context.drawImage( image, 0, 0, canvas.width, canvas.height );
  1715. console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1716. return canvas;
  1717. }
  1718. return image;
  1719. }
  1720. function setCubeTexture ( texture, slot ) {
  1721. var textureProperties = properties.get( texture );
  1722. if ( texture.image.length === 6 ) {
  1723. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1724. if ( ! textureProperties.__image__webglTextureCube ) {
  1725. texture.addEventListener( 'dispose', onTextureDispose );
  1726. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1727. _infoMemory.textures ++;
  1728. }
  1729. state.activeTexture( _gl.TEXTURE0 + slot );
  1730. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1731. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1732. var isCompressed = texture instanceof THREE.CompressedTexture;
  1733. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1734. var cubeImage = [];
  1735. for ( var i = 0; i < 6; i ++ ) {
  1736. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1737. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  1738. } else {
  1739. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1740. }
  1741. }
  1742. var image = cubeImage[ 0 ],
  1743. isImagePowerOfTwo = isPowerOfTwo( image ),
  1744. glFormat = paramThreeToGL( texture.format ),
  1745. glType = paramThreeToGL( texture.type );
  1746. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1747. for ( var i = 0; i < 6; i ++ ) {
  1748. if ( ! isCompressed ) {
  1749. if ( isDataTexture ) {
  1750. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1751. } else {
  1752. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1753. }
  1754. } else {
  1755. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1756. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1757. mipmap = mipmaps[ j ];
  1758. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1759. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1760. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1761. } else {
  1762. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1763. }
  1764. } else {
  1765. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1766. }
  1767. }
  1768. }
  1769. }
  1770. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1771. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1772. }
  1773. textureProperties.__version = texture.version;
  1774. if ( texture.onUpdate ) texture.onUpdate( texture );
  1775. } else {
  1776. state.activeTexture( _gl.TEXTURE0 + slot );
  1777. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1778. }
  1779. }
  1780. }
  1781. function setCubeTextureDynamic ( texture, slot ) {
  1782. state.activeTexture( _gl.TEXTURE0 + slot );
  1783. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1784. }
  1785. // Render targets
  1786. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  1787. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1788. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  1789. }
  1790. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  1791. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1792. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1793. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1794. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1795. /* For some reason this is not working. Defaulting to RGBA4.
  1796. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1797. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  1798. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1799. */
  1800. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1801. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1802. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1803. } else {
  1804. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1805. }
  1806. }
  1807. this.setRenderTarget = function ( renderTarget ) {
  1808. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1809. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1810. var renderTargetProperties = properties.get( renderTarget );
  1811. var textureProperties = properties.get( renderTarget.texture );
  1812. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  1813. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  1814. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1815. textureProperties.__webglTexture = _gl.createTexture();
  1816. _infoMemory.textures ++;
  1817. // Setup texture, create render and frame buffers
  1818. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ),
  1819. glFormat = paramThreeToGL( renderTarget.texture.format ),
  1820. glType = paramThreeToGL( renderTarget.texture.type );
  1821. if ( isCube ) {
  1822. renderTargetProperties.__webglFramebuffer = [];
  1823. renderTargetProperties.__webglRenderbuffer = [];
  1824. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  1825. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  1826. for ( var i = 0; i < 6; i ++ ) {
  1827. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1828. renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  1829. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1830. setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1831. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
  1832. }
  1833. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1834. } else {
  1835. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1836. if ( renderTarget.shareDepthFrom ) {
  1837. renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  1838. } else {
  1839. renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
  1840. }
  1841. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1842. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  1843. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1844. setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  1845. if ( renderTarget.shareDepthFrom ) {
  1846. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1847. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1848. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1849. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1850. }
  1851. } else {
  1852. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
  1853. }
  1854. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1855. }
  1856. // Release everything
  1857. if ( isCube ) {
  1858. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1859. } else {
  1860. state.bindTexture( _gl.TEXTURE_2D, null );
  1861. }
  1862. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1863. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1864. }
  1865. var framebuffer, width, height, vx, vy;
  1866. if ( renderTarget ) {
  1867. var renderTargetProperties = properties.get( renderTarget );
  1868. if ( isCube ) {
  1869. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1870. } else {
  1871. framebuffer = renderTargetProperties.__webglFramebuffer;
  1872. }
  1873. width = renderTarget.width;
  1874. height = renderTarget.height;
  1875. vx = 0;
  1876. vy = 0;
  1877. } else {
  1878. framebuffer = null;
  1879. width = _viewportWidth;
  1880. height = _viewportHeight;
  1881. vx = _viewportX;
  1882. vy = _viewportY;
  1883. }
  1884. if ( framebuffer !== _currentFramebuffer ) {
  1885. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1886. _gl.viewport( vx, vy, width, height );
  1887. _currentFramebuffer = framebuffer;
  1888. }
  1889. if ( isCube ) {
  1890. var textureProperties = properties.get( renderTarget.texture );
  1891. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
  1892. }
  1893. _currentWidth = width;
  1894. _currentHeight = height;
  1895. };
  1896. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  1897. if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
  1898. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1899. return;
  1900. }
  1901. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1902. if ( framebuffer ) {
  1903. var restore = false;
  1904. if ( framebuffer !== _currentFramebuffer ) {
  1905. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1906. restore = true;
  1907. }
  1908. try {
  1909. var texture = renderTarget.texture;
  1910. if ( texture.format !== THREE.RGBAFormat
  1911. && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1912. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1913. return;
  1914. }
  1915. if ( texture.type !== THREE.UnsignedByteType
  1916. && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
  1917. && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
  1918. && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
  1919. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1920. return;
  1921. }
  1922. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1923. _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
  1924. } else {
  1925. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1926. }
  1927. } finally {
  1928. if ( restore ) {
  1929. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1930. }
  1931. }
  1932. }
  1933. };
  1934. function updateRenderTargetMipmap( renderTarget ) {
  1935. var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  1936. var texture = properties.get( renderTarget.texture ).__webglTexture;
  1937. state.bindTexture( target, texture );
  1938. _gl.generateMipmap( target );
  1939. state.bindTexture( target, null );
  1940. }
  1941. // Fallback filters for non-power-of-2 textures
  1942. function filterFallback ( f ) {
  1943. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  1944. return _gl.NEAREST;
  1945. }
  1946. return _gl.LINEAR;
  1947. }
  1948. // Map three.js constants to WebGL constants
  1949. function paramThreeToGL ( p ) {
  1950. var extension;
  1951. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  1952. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  1953. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  1954. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  1955. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  1956. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  1957. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  1958. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  1959. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  1960. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  1961. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  1962. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  1963. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  1964. if ( p === THREE.ByteType ) return _gl.BYTE;
  1965. if ( p === THREE.ShortType ) return _gl.SHORT;
  1966. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  1967. if ( p === THREE.IntType ) return _gl.INT;
  1968. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  1969. if ( p === THREE.FloatType ) return _gl.FLOAT;
  1970. extension = extensions.get( 'OES_texture_half_float' );
  1971. if ( extension !== null ) {
  1972. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  1973. }
  1974. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  1975. if ( p === THREE.RGBFormat ) return _gl.RGB;
  1976. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  1977. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  1978. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  1979. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  1980. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  1981. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  1982. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  1983. if ( p === THREE.OneFactor ) return _gl.ONE;
  1984. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  1985. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  1986. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  1987. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  1988. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  1989. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  1990. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  1991. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  1992. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  1993. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  1994. if ( extension !== null ) {
  1995. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  1996. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  1997. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1998. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1999. }
  2000. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2001. if ( extension !== null ) {
  2002. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2003. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2004. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2005. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2006. }
  2007. extension = extensions.get( 'EXT_blend_minmax' );
  2008. if ( extension !== null ) {
  2009. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2010. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2011. }
  2012. return 0;
  2013. }
  2014. // DEPRECATED
  2015. this.supportsFloatTextures = function () {
  2016. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  2017. return extensions.get( 'OES_texture_float' );
  2018. };
  2019. this.supportsHalfFloatTextures = function () {
  2020. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  2021. return extensions.get( 'OES_texture_half_float' );
  2022. };
  2023. this.supportsStandardDerivatives = function () {
  2024. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  2025. return extensions.get( 'OES_standard_derivatives' );
  2026. };
  2027. this.supportsCompressedTextureS3TC = function () {
  2028. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  2029. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2030. };
  2031. this.supportsCompressedTexturePVRTC = function () {
  2032. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  2033. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2034. };
  2035. this.supportsBlendMinMax = function () {
  2036. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  2037. return extensions.get( 'EXT_blend_minmax' );
  2038. };
  2039. this.supportsVertexTextures = function () {
  2040. return capabilities.vertexTextures;
  2041. };
  2042. this.supportsInstancedArrays = function () {
  2043. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  2044. return extensions.get( 'ANGLE_instanced_arrays' );
  2045. };
  2046. //
  2047. this.initMaterial = function () {
  2048. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  2049. };
  2050. this.addPrePlugin = function () {
  2051. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  2052. };
  2053. this.addPostPlugin = function () {
  2054. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  2055. };
  2056. this.updateShadowMap = function () {
  2057. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  2058. };
  2059. Object.defineProperties( this, {
  2060. shadowMapEnabled: {
  2061. get: function () {
  2062. return shadowMap.enabled;
  2063. },
  2064. set: function ( value ) {
  2065. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  2066. shadowMap.enabled = value;
  2067. }
  2068. },
  2069. shadowMapType: {
  2070. get: function () {
  2071. return shadowMap.type;
  2072. },
  2073. set: function ( value ) {
  2074. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  2075. shadowMap.type = value;
  2076. }
  2077. },
  2078. shadowMapCullFace: {
  2079. get: function () {
  2080. return shadowMap.cullFace;
  2081. },
  2082. set: function ( value ) {
  2083. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  2084. shadowMap.cullFace = value;
  2085. }
  2086. },
  2087. shadowMapDebug: {
  2088. get: function () {
  2089. return shadowMap.debug;
  2090. },
  2091. set: function ( value ) {
  2092. console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
  2093. shadowMap.debug = value;
  2094. }
  2095. }
  2096. } );
  2097. };