WebGLRenderer.js 94 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _width = _canvas.width,
  13. _height = _canvas.height,
  14. pixelRatio = 1,
  15. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  16. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  17. _depth = parameters.depth !== undefined ? parameters.depth : true,
  18. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  19. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  20. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  21. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  22. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  23. _clearColor = new THREE.Color( 0x000000 ),
  24. _clearAlpha = 0;
  25. var lights = [];
  26. var opaqueObjects = [];
  27. var transparentObjects = [];
  28. var opaqueImmediateObjects = [];
  29. var transparentImmediateObjects = [];
  30. var morphInfluences = new Float32Array( 8 );
  31. var sprites = [];
  32. var lensFlares = [];
  33. // public properties
  34. this.domElement = _canvas;
  35. this.context = null;
  36. // clearing
  37. this.autoClear = true;
  38. this.autoClearColor = true;
  39. this.autoClearDepth = true;
  40. this.autoClearStencil = true;
  41. // scene graph
  42. this.sortObjects = true;
  43. // physically based shading
  44. this.gammaFactor = 2.0; // for backwards compatibility
  45. this.gammaInput = false;
  46. this.gammaOutput = false;
  47. // morphs
  48. this.maxMorphTargets = 8;
  49. this.maxMorphNormals = 4;
  50. // flags
  51. this.autoScaleCubemaps = true;
  52. // internal properties
  53. var _this = this,
  54. _programs = [],
  55. // internal state cache
  56. _currentProgram = null,
  57. _currentFramebuffer = null,
  58. _currentMaterialId = - 1,
  59. _currentGeometryProgram = '',
  60. _currentCamera = null,
  61. _usedTextureUnits = 0,
  62. _viewportX = 0,
  63. _viewportY = 0,
  64. _viewportWidth = _canvas.width,
  65. _viewportHeight = _canvas.height,
  66. _currentWidth = 0,
  67. _currentHeight = 0,
  68. // frustum
  69. _frustum = new THREE.Frustum(),
  70. // camera matrices cache
  71. _projScreenMatrix = new THREE.Matrix4(),
  72. _vector3 = new THREE.Vector3(),
  73. // light arrays cache
  74. _direction = new THREE.Vector3(),
  75. _lightsNeedUpdate = true,
  76. _lights = {
  77. ambient: [ 0, 0, 0 ],
  78. directional: { length: 0, colors: [], positions: [] },
  79. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  80. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  81. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  82. },
  83. // info
  84. _infoMemory = {
  85. programs: 0,
  86. geometries: 0,
  87. textures: 0
  88. },
  89. _infoRender = {
  90. calls: 0,
  91. vertices: 0,
  92. faces: 0,
  93. points: 0
  94. };
  95. this.info = {
  96. render: _infoRender,
  97. memory: _infoMemory,
  98. programs: _programs
  99. };
  100. // initialize
  101. var _gl;
  102. try {
  103. var attributes = {
  104. alpha: _alpha,
  105. depth: _depth,
  106. stencil: _stencil,
  107. antialias: _antialias,
  108. premultipliedAlpha: _premultipliedAlpha,
  109. preserveDrawingBuffer: _preserveDrawingBuffer
  110. };
  111. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  112. if ( _gl === null ) {
  113. if ( _canvas.getContext( 'webgl' ) !== null ) {
  114. throw 'Error creating WebGL context with your selected attributes.';
  115. } else {
  116. throw 'Error creating WebGL context.';
  117. }
  118. }
  119. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  120. } catch ( error ) {
  121. console.error( 'THREE.WebGLRenderer: ' + error );
  122. }
  123. var extensions = new THREE.WebGLExtensions( _gl );
  124. extensions.get( 'OES_texture_float' );
  125. extensions.get( 'OES_texture_float_linear' );
  126. extensions.get( 'OES_texture_half_float' );
  127. extensions.get( 'OES_texture_half_float_linear' );
  128. extensions.get( 'OES_standard_derivatives' );
  129. extensions.get( 'ANGLE_instanced_arrays' );
  130. if ( extensions.get( 'OES_element_index_uint' ) ) {
  131. THREE.BufferGeometry.MaxIndex = 4294967296;
  132. }
  133. if ( _logarithmicDepthBuffer ) {
  134. extensions.get( 'EXT_frag_depth' );
  135. }
  136. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  137. var properties = new THREE.WebGLProperties();
  138. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  139. //
  140. function glClearColor( r, g, b, a ) {
  141. if ( _premultipliedAlpha === true ) {
  142. r *= a; g *= a; b *= a;
  143. }
  144. _gl.clearColor( r, g, b, a );
  145. }
  146. function setDefaultGLState() {
  147. state.init();
  148. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  149. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  150. }
  151. function resetGLState() {
  152. _currentProgram = null;
  153. _currentCamera = null;
  154. _currentGeometryProgram = '';
  155. _currentMaterialId = - 1;
  156. _lightsNeedUpdate = true;
  157. state.reset();
  158. }
  159. setDefaultGLState();
  160. this.context = _gl;
  161. this.extensions = extensions;
  162. this.state = state;
  163. // shadow map
  164. var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
  165. this.shadowMap = shadowMap;
  166. // GPU capabilities
  167. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  168. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  169. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  170. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  171. var _supportsVertexTextures = _maxVertexTextures > 0;
  172. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  173. var _supportsInstancedArrays = extensions.get( 'ANGLE_instanced_arrays' );
  174. //
  175. //
  176. var _maxPrecision = state.getMaxPrecision( _precision );
  177. if ( _maxPrecision !== _precision ) {
  178. console.warn( 'THREE.WebGLRenderer:', _precision, 'not supported, using', _maxPrecision, 'instead.' );
  179. _precision = _maxPrecision;
  180. }
  181. // Plugins
  182. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  183. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  184. // API
  185. this.getContext = function () {
  186. return _gl;
  187. };
  188. this.getContextAttributes = function () {
  189. return _gl.getContextAttributes();
  190. };
  191. this.forceContextLoss = function () {
  192. extensions.get( 'WEBGL_lose_context' ).loseContext();
  193. };
  194. this.supportsVertexTextures = function () {
  195. return _supportsVertexTextures;
  196. };
  197. this.supportsInstancedArrays = function () {
  198. return _supportsInstancedArrays;
  199. };
  200. this.getMaxAnisotropy = ( function () {
  201. var value;
  202. return function getMaxAnisotropy() {
  203. if ( value !== undefined ) return value;
  204. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  205. if ( extension !== null ) {
  206. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  207. } else {
  208. value = 0;
  209. }
  210. return value;
  211. }
  212. } )();
  213. this.getPrecision = function () {
  214. return _precision;
  215. };
  216. this.getPixelRatio = function () {
  217. return pixelRatio;
  218. };
  219. this.setPixelRatio = function ( value ) {
  220. if ( value !== undefined ) pixelRatio = value;
  221. };
  222. this.getSize = function () {
  223. return {
  224. width: _width,
  225. height: _height
  226. };
  227. };
  228. this.setSize = function ( width, height, updateStyle ) {
  229. _width = width;
  230. _height = height;
  231. _canvas.width = width * pixelRatio;
  232. _canvas.height = height * pixelRatio;
  233. if ( updateStyle !== false ) {
  234. _canvas.style.width = width + 'px';
  235. _canvas.style.height = height + 'px';
  236. }
  237. this.setViewport( 0, 0, width, height );
  238. };
  239. this.setViewport = function ( x, y, width, height ) {
  240. _viewportX = x * pixelRatio;
  241. _viewportY = y * pixelRatio;
  242. _viewportWidth = width * pixelRatio;
  243. _viewportHeight = height * pixelRatio;
  244. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  245. };
  246. this.setScissor = function ( x, y, width, height ) {
  247. _gl.scissor(
  248. x * pixelRatio,
  249. y * pixelRatio,
  250. width * pixelRatio,
  251. height * pixelRatio
  252. );
  253. };
  254. this.enableScissorTest = function ( boolean ) {
  255. state.setScissorTest( boolean );
  256. };
  257. // Clearing
  258. this.getClearColor = function () {
  259. return _clearColor;
  260. };
  261. this.setClearColor = function ( color, alpha ) {
  262. _clearColor.set( color );
  263. _clearAlpha = alpha !== undefined ? alpha : 1;
  264. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  265. };
  266. this.getClearAlpha = function () {
  267. return _clearAlpha;
  268. };
  269. this.setClearAlpha = function ( alpha ) {
  270. _clearAlpha = alpha;
  271. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  272. };
  273. this.clear = function ( color, depth, stencil ) {
  274. var bits = 0;
  275. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  276. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  277. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  278. _gl.clear( bits );
  279. };
  280. this.clearColor = function () {
  281. _gl.clear( _gl.COLOR_BUFFER_BIT );
  282. };
  283. this.clearDepth = function () {
  284. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  285. };
  286. this.clearStencil = function () {
  287. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  288. };
  289. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  290. this.setRenderTarget( renderTarget );
  291. this.clear( color, depth, stencil );
  292. };
  293. // Reset
  294. this.resetGLState = resetGLState;
  295. this.dispose = function() {
  296. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  297. };
  298. // Events
  299. function onContextLost( event ) {
  300. event.preventDefault();
  301. resetGLState();
  302. setDefaultGLState();
  303. objects.clear();
  304. properties.clear();
  305. };
  306. function onTextureDispose( event ) {
  307. var texture = event.target;
  308. texture.removeEventListener( 'dispose', onTextureDispose );
  309. deallocateTexture( texture );
  310. _infoMemory.textures --;
  311. }
  312. function onRenderTargetDispose( event ) {
  313. var renderTarget = event.target;
  314. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  315. deallocateRenderTarget( renderTarget );
  316. _infoMemory.textures --;
  317. }
  318. function onMaterialDispose( event ) {
  319. var material = event.target;
  320. material.removeEventListener( 'dispose', onMaterialDispose );
  321. deallocateMaterial( material );
  322. }
  323. // Buffer deallocation
  324. function deallocateTexture( texture ) {
  325. var textureProperties = properties.get( texture );
  326. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  327. // cube texture
  328. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  329. } else {
  330. // 2D texture
  331. if ( textureProperties.__webglInit === undefined ) return;
  332. _gl.deleteTexture( textureProperties.__webglTexture );
  333. }
  334. // remove all webgl properties
  335. properties.delete( texture );
  336. }
  337. function deallocateRenderTarget( renderTarget ) {
  338. var renderTargetProperties = properties.get( renderTarget );
  339. if ( ! renderTarget || renderTargetProperties.__webglTexture === undefined ) return;
  340. _gl.deleteTexture( renderTargetProperties.__webglTexture );
  341. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  342. for ( var i = 0; i < 6; i ++ ) {
  343. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  344. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  345. }
  346. } else {
  347. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  348. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  349. }
  350. properties.delete( renderTarget );
  351. }
  352. function deallocateMaterial( material ) {
  353. releaseMaterialProgramReference( material );
  354. properties.delete( material );
  355. }
  356. function releaseMaterialProgramReference( material ) {
  357. var program = properties.get( material ).program.program;
  358. if ( program === undefined ) return;
  359. material.program = undefined;
  360. for ( var i = 0, n = _programs.length; i !== n; ++ i ) {
  361. var programInfo = _programs[ i ];
  362. if ( programInfo.program === program ) {
  363. var newReferenceCount = -- programInfo.usedTimes;
  364. if ( newReferenceCount === 0 ) {
  365. // the last meterial that has been using the program let
  366. // go of it, so remove it from the (unordered) _programs
  367. // set and deallocate the GL resource
  368. var newLength = n - 1;
  369. _programs[ i ] = _programs[ newLength ];
  370. _programs.pop();
  371. _gl.deleteProgram( program );
  372. _infoMemory.programs = newLength;
  373. }
  374. break;
  375. }
  376. }
  377. }
  378. // Buffer rendering
  379. this.renderBufferImmediate = function ( object, program, material ) {
  380. state.initAttributes();
  381. var buffers = properties.get( object );
  382. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  383. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  384. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  385. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  386. var attributes = program.getAttributes();
  387. if ( object.hasPositions ) {
  388. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  389. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  390. state.enableAttribute( attributes.position );
  391. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  392. }
  393. if ( object.hasNormals ) {
  394. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  395. if ( material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading ) {
  396. var nx, ny, nz,
  397. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  398. normalArray,
  399. i, il = object.count * 3;
  400. for ( i = 0; i < il; i += 9 ) {
  401. normalArray = object.normalArray;
  402. nax = normalArray[ i ];
  403. nay = normalArray[ i + 1 ];
  404. naz = normalArray[ i + 2 ];
  405. nbx = normalArray[ i + 3 ];
  406. nby = normalArray[ i + 4 ];
  407. nbz = normalArray[ i + 5 ];
  408. ncx = normalArray[ i + 6 ];
  409. ncy = normalArray[ i + 7 ];
  410. ncz = normalArray[ i + 8 ];
  411. nx = ( nax + nbx + ncx ) / 3;
  412. ny = ( nay + nby + ncy ) / 3;
  413. nz = ( naz + nbz + ncz ) / 3;
  414. normalArray[ i ] = nx;
  415. normalArray[ i + 1 ] = ny;
  416. normalArray[ i + 2 ] = nz;
  417. normalArray[ i + 3 ] = nx;
  418. normalArray[ i + 4 ] = ny;
  419. normalArray[ i + 5 ] = nz;
  420. normalArray[ i + 6 ] = nx;
  421. normalArray[ i + 7 ] = ny;
  422. normalArray[ i + 8 ] = nz;
  423. }
  424. }
  425. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  426. state.enableAttribute( attributes.normal );
  427. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  428. }
  429. if ( object.hasUvs && material.map ) {
  430. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  431. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  432. state.enableAttribute( attributes.uv );
  433. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  434. }
  435. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  436. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  437. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  438. state.enableAttribute( attributes.color );
  439. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  440. }
  441. state.disableUnusedAttributes();
  442. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  443. object.count = 0;
  444. };
  445. this.renderBufferDirect = function ( camera, lights, fog, material, object ) {
  446. if ( material instanceof THREE.MeshFaceMaterial ) {
  447. var materials = material.materials;
  448. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  449. material = materials[ i ];
  450. if ( material === null || material.visible === false ) continue;
  451. _this.renderBufferDirect( camera, lights, fog, material, object );
  452. }
  453. return;
  454. }
  455. setMaterial( material );
  456. var geometry = objects.update( object );
  457. var program = setProgram( camera, lights, fog, material, object );
  458. var updateBuffers = false;
  459. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  460. if ( geometryProgram !== _currentGeometryProgram ) {
  461. _currentGeometryProgram = geometryProgram;
  462. updateBuffers = true;
  463. }
  464. // morph targets
  465. var morphTargetInfluences = object.morphTargetInfluences;
  466. if ( morphTargetInfluences !== undefined ) {
  467. var activeInfluences = [];
  468. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  469. var influence = morphTargetInfluences[ i ];
  470. activeInfluences.push( [ influence, i ] );
  471. }
  472. activeInfluences.sort( numericalSort );
  473. if ( activeInfluences.length > 8 ) {
  474. activeInfluences.length = 8;
  475. }
  476. var morphAttributes = geometry.morphAttributes;
  477. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  478. var influence = activeInfluences[ i ];
  479. morphInfluences[ i ] = influence[ 0 ];
  480. if ( influence[ 0 ] !== 0 ) {
  481. var index = influence[ 1 ];
  482. if ( material.morphTargets === true ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  483. if ( material.morphNormals === true ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  484. } else {
  485. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  486. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  487. }
  488. }
  489. var uniforms = program.getUniforms();
  490. if ( uniforms.morphTargetInfluences !== null ) {
  491. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  492. }
  493. updateBuffers = true;
  494. }
  495. if ( object instanceof THREE.Mesh ) {
  496. renderMesh( material, geometry, program, updateBuffers );
  497. } else if ( object instanceof THREE.Line ) {
  498. renderLine( material, geometry, object, program, updateBuffers );
  499. } else if ( object instanceof THREE.PointCloud ) {
  500. renderPointCloud( material, geometry, program, updateBuffers );
  501. }
  502. };
  503. function setupVertexAttributes( material, program, geometry, startIndex ) {
  504. var extension;
  505. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  506. extension = extensions.get( 'ANGLE_instanced_arrays' );
  507. if ( extension === null ) {
  508. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  509. return;
  510. }
  511. }
  512. state.initAttributes();
  513. var geometryAttributes = geometry.attributes;
  514. var programAttributes = program.getAttributes();
  515. var materialDefaultAttributeValues = material.defaultAttributeValues;
  516. for ( var name in programAttributes ) {
  517. var programAttribute = programAttributes[ name ];
  518. if ( programAttribute >= 0 ) {
  519. var geometryAttribute = geometryAttributes[ name ];
  520. if ( geometryAttribute !== undefined ) {
  521. state.enableAttribute( programAttribute );
  522. var size = geometryAttribute.itemSize;
  523. var buffer = objects.getAttributeBuffer( geometryAttribute );
  524. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  525. var data = geometryAttribute.data;
  526. var stride = data.stride;
  527. var offset = geometryAttribute.offset;
  528. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  529. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  530. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  531. if ( extension === null ) {
  532. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  533. return;
  534. }
  535. extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
  536. if ( geometry.maxInstancedCount === undefined ) {
  537. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  538. }
  539. }
  540. } else {
  541. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  542. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  543. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  544. if ( extension === null ) {
  545. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  546. return;
  547. }
  548. extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
  549. if ( geometry.maxInstancedCount === undefined ) {
  550. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  551. }
  552. }
  553. }
  554. } else if ( materialDefaultAttributeValues !== undefined ) {
  555. var value = materialDefaultAttributeValues[ name ];
  556. if ( value !== undefined ) {
  557. switch ( value.length ) {
  558. case 2:
  559. _gl.vertexAttrib2fv( programAttribute, value );
  560. break;
  561. case 3:
  562. _gl.vertexAttrib3fv( programAttribute, value );
  563. break;
  564. case 4:
  565. _gl.vertexAttrib4fv( programAttribute, value );
  566. break;
  567. default:
  568. _gl.vertexAttrib1fv( programAttribute, value );
  569. }
  570. }
  571. }
  572. }
  573. }
  574. state.disableUnusedAttributes();
  575. }
  576. function renderMesh( material, geometry, program, updateBuffers ) {
  577. var mode = _gl.TRIANGLES;
  578. if ( material.wireframe === true ) {
  579. mode = _gl.LINES;
  580. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  581. if ( geometry._wireframe === undefined ) {
  582. geometry._wireframe = new THREE.WireframeGeometry( geometry );
  583. objects.updateAttribute( geometry._wireframe.attributes.position );
  584. }
  585. geometry = geometry._wireframe;
  586. }
  587. var index = geometry.attributes.index;
  588. if ( index ) {
  589. // indexed triangles
  590. var type, size;
  591. var indexBuffer = objects.getAttributeBuffer( index );
  592. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  593. type = _gl.UNSIGNED_INT;
  594. size = 4;
  595. } else {
  596. type = _gl.UNSIGNED_SHORT;
  597. size = 2;
  598. }
  599. var offsets = geometry.drawcalls;
  600. if ( offsets.length === 0 ) {
  601. if ( updateBuffers ) {
  602. setupVertexAttributes( material, program, geometry, 0 );
  603. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  604. }
  605. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  606. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  607. if ( extension === null ) {
  608. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  609. return;
  610. }
  611. extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
  612. } else {
  613. _gl.drawElements( mode, index.array.length, type, 0 );
  614. }
  615. _infoRender.calls ++;
  616. _infoRender.vertices += index.array.length; // not really true, here vertices can be shared
  617. _infoRender.faces += index.array.length / 3;
  618. } else {
  619. // if there is more than 1 chunk
  620. // must set attribute pointers to use new offsets for each chunk
  621. // even if geometry and materials didn't change
  622. updateBuffers = true;
  623. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  624. var startIndex = offsets[ i ].index;
  625. if ( updateBuffers ) {
  626. setupVertexAttributes( material, program, geometry, startIndex );
  627. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  628. }
  629. // render indexed triangles
  630. if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[ i ].instances > 0 ) {
  631. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  632. if ( extension === null ) {
  633. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  634. return;
  635. }
  636. extension.drawElementsInstancedANGLE( mode, offsets[ i ].count, type, offsets[ i ].start * size, offsets[ i ].count, type, offsets[ i ].instances ); // Draw the instanced meshes
  637. } else {
  638. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  639. }
  640. _infoRender.calls ++;
  641. _infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  642. _infoRender.faces += offsets[ i ].count / 3;
  643. }
  644. }
  645. } else {
  646. // non-indexed triangles
  647. var offsets = geometry.drawcalls;
  648. if ( offsets.length === 0 ) {
  649. if ( updateBuffers ) {
  650. setupVertexAttributes( material, program, geometry, 0 );
  651. }
  652. var position = geometry.attributes.position;
  653. // render non-indexed triangles
  654. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  655. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  656. if ( extension === null ) {
  657. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  658. return;
  659. }
  660. if ( position instanceof THREE.InterleavedBufferAttribute ) {
  661. extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount ); // Draw the instanced meshes
  662. } else {
  663. extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount ); // Draw the instanced meshes
  664. }
  665. } else {
  666. if ( position instanceof THREE.InterleavedBufferAttribute ) {
  667. _gl.drawArrays( mode, 0, position.data.count );
  668. } else {
  669. _gl.drawArrays( mode, 0, position.count );
  670. }
  671. }
  672. _infoRender.calls ++;
  673. _infoRender.vertices += position.count;
  674. _infoRender.faces += position.array.length / 3;
  675. } else {
  676. // if there is more than 1 chunk
  677. // must set attribute pointers to use new offsets for each chunk
  678. // even if geometry and materials didn't change
  679. if ( updateBuffers ) {
  680. setupVertexAttributes( material, program, geometry, 0 );
  681. }
  682. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  683. // render non-indexed triangles
  684. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  685. console.error( 'THREE.WebGLRenderer.renderMesh: cannot use drawCalls with THREE.InstancedBufferGeometry.' );
  686. return;
  687. } else {
  688. _gl.drawArrays( mode, offsets[ i ].start, offsets[ i ].count );
  689. }
  690. _infoRender.calls ++;
  691. _infoRender.vertices += offsets[ i ].count;
  692. _infoRender.faces += ( offsets[ i ].count ) / 3;
  693. }
  694. }
  695. }
  696. }
  697. function renderLine( material, geometry, object, program, updateBuffers ) {
  698. var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
  699. // In case user is not using Line*Material by mistake
  700. var lineWidth = material.linewidth !== undefined ? material.linewidth : 1;
  701. state.setLineWidth( lineWidth * pixelRatio );
  702. var index = geometry.attributes.index;
  703. if ( index ) {
  704. // indexed lines
  705. var type, size;
  706. var indexBuffer = objects.getAttributeBuffer( index );
  707. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  708. type = _gl.UNSIGNED_INT;
  709. size = 4;
  710. } else {
  711. type = _gl.UNSIGNED_SHORT;
  712. size = 2;
  713. }
  714. var offsets = geometry.drawcalls;
  715. if ( offsets.length === 0 ) {
  716. if ( updateBuffers ) {
  717. setupVertexAttributes( material, program, geometry, 0 );
  718. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  719. }
  720. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  721. _infoRender.calls ++;
  722. _infoRender.vertices += index.array.length; // not really true, here vertices can be shared
  723. } else {
  724. // if there is more than 1 chunk
  725. // must set attribute pointers to use new offsets for each chunk
  726. // even if geometry and materials didn't change
  727. if ( offsets.length > 1 ) updateBuffers = true;
  728. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  729. var startIndex = offsets[ i ].index;
  730. if ( updateBuffers ) {
  731. setupVertexAttributes( material, program, geometry, startIndex );
  732. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  733. }
  734. // render indexed lines
  735. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  736. _infoRender.calls ++;
  737. _infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  738. }
  739. }
  740. } else {
  741. // non-indexed lines
  742. if ( updateBuffers ) {
  743. setupVertexAttributes( material, program, geometry, 0 );
  744. }
  745. var position = geometry.attributes.position;
  746. var offsets = geometry.drawcalls;
  747. if ( offsets.length === 0 ) {
  748. _gl.drawArrays( mode, 0, position.array.length / 3 );
  749. _infoRender.calls ++;
  750. _infoRender.vertices += position.array.length / 3;
  751. } else {
  752. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  753. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  754. _infoRender.calls ++;
  755. _infoRender.vertices += offsets[ i ].count;
  756. }
  757. }
  758. }
  759. }
  760. function renderPointCloud( material, geometry, program, updateBuffers ) {
  761. var mode = _gl.POINTS;
  762. var index = geometry.attributes.index;
  763. if ( index ) {
  764. // indexed points
  765. var type, size;
  766. var indexBuffer = objects.getAttributeBuffer( index );
  767. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  768. type = _gl.UNSIGNED_INT;
  769. size = 4;
  770. } else {
  771. type = _gl.UNSIGNED_SHORT;
  772. size = 2;
  773. }
  774. var offsets = geometry.drawcalls;
  775. if ( offsets.length === 0 ) {
  776. if ( updateBuffers ) {
  777. setupVertexAttributes( material, program, geometry, 0 );
  778. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  779. }
  780. _gl.drawElements( mode, index.array.length, type, 0 );
  781. _infoRender.calls ++;
  782. _infoRender.points += index.array.length;
  783. } else {
  784. // if there is more than 1 chunk
  785. // must set attribute pointers to use new offsets for each chunk
  786. // even if geometry and materials didn't change
  787. if ( offsets.length > 1 ) updateBuffers = true;
  788. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  789. var startIndex = offsets[ i ].index;
  790. if ( updateBuffers ) {
  791. setupVertexAttributes( material, program, geometry, startIndex );
  792. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  793. }
  794. // render indexed points
  795. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  796. _infoRender.calls ++;
  797. _infoRender.points += offsets[ i ].count;
  798. }
  799. }
  800. } else {
  801. // non-indexed points
  802. if ( updateBuffers ) {
  803. setupVertexAttributes( material, program, geometry, 0 );
  804. }
  805. var position = geometry.attributes.position;
  806. var offsets = geometry.drawcalls;
  807. if ( offsets.length === 0 ) {
  808. _gl.drawArrays( mode, 0, position.array.length / 3 );
  809. _infoRender.calls ++;
  810. _infoRender.points += position.array.length / 3;
  811. } else {
  812. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  813. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  814. _infoRender.calls ++;
  815. _infoRender.points += offsets[ i ].count;
  816. }
  817. }
  818. }
  819. }
  820. // Sorting
  821. function numericalSort ( a, b ) {
  822. return b[ 0 ] - a[ 0 ];
  823. }
  824. function painterSortStable ( a, b ) {
  825. if ( a.object.renderOrder !== b.object.renderOrder ) {
  826. return a.object.renderOrder - b.object.renderOrder;
  827. } else if ( a.object.material.id !== b.object.material.id ) {
  828. return a.object.material.id - b.object.material.id;
  829. } else if ( a.z !== b.z ) {
  830. return a.z - b.z;
  831. } else {
  832. return a.id - b.id;
  833. }
  834. }
  835. function reversePainterSortStable ( a, b ) {
  836. if ( a.object.renderOrder !== b.object.renderOrder ) {
  837. return a.object.renderOrder - b.object.renderOrder;
  838. } if ( a.z !== b.z ) {
  839. return b.z - a.z;
  840. } else {
  841. return a.id - b.id;
  842. }
  843. }
  844. // Rendering
  845. this.render = function ( scene, camera, renderTarget, forceClear ) {
  846. if ( camera instanceof THREE.Camera === false ) {
  847. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  848. return;
  849. }
  850. var fog = scene.fog;
  851. // reset caching for this frame
  852. _currentGeometryProgram = '';
  853. _currentMaterialId = - 1;
  854. _currentCamera = null;
  855. _lightsNeedUpdate = true;
  856. // update scene graph
  857. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  858. // update camera matrices and frustum
  859. if ( camera.parent === null ) camera.updateMatrixWorld();
  860. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  861. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  862. _frustum.setFromMatrix( _projScreenMatrix );
  863. lights.length = 0;
  864. opaqueObjects.length = 0;
  865. transparentObjects.length = 0;
  866. opaqueImmediateObjects.length = 0;
  867. transparentImmediateObjects.length = 0;
  868. sprites.length = 0;
  869. lensFlares.length = 0;
  870. projectObject( scene );
  871. if ( _this.sortObjects === true ) {
  872. opaqueObjects.sort( painterSortStable );
  873. transparentObjects.sort( reversePainterSortStable );
  874. }
  875. //
  876. shadowMap.render( scene, camera );
  877. //
  878. _infoRender.calls = 0;
  879. _infoRender.vertices = 0;
  880. _infoRender.faces = 0;
  881. _infoRender.points = 0;
  882. this.setRenderTarget( renderTarget );
  883. if ( this.autoClear || forceClear ) {
  884. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  885. }
  886. //
  887. if ( scene.overrideMaterial ) {
  888. var overrideMaterial = scene.overrideMaterial;
  889. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  890. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  891. renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog, overrideMaterial );
  892. renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog, overrideMaterial );
  893. } else {
  894. // opaque pass (front-to-back order)
  895. state.setBlending( THREE.NoBlending );
  896. renderObjects( opaqueObjects, camera, lights, fog );
  897. renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog );
  898. // transparent pass (back-to-front order)
  899. renderObjects( transparentObjects, camera, lights, fog );
  900. renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog );
  901. }
  902. // custom render plugins (post pass)
  903. spritePlugin.render( scene, camera );
  904. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  905. // Generate mipmap if we're using any kind of mipmap filtering
  906. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  907. updateRenderTargetMipmap( renderTarget );
  908. }
  909. // Ensure depth buffer writing is enabled so it can be cleared on next render
  910. state.setDepthTest( true );
  911. state.setDepthWrite( true );
  912. state.setColorWrite( true );
  913. // _gl.finish();
  914. };
  915. function projectObject( object ) {
  916. if ( object.visible === false ) return;
  917. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  918. // skip
  919. } else {
  920. // update Skeleton objects
  921. if ( object instanceof THREE.SkinnedMesh ) {
  922. object.skeleton.update();
  923. }
  924. objects.init( object );
  925. if ( object instanceof THREE.Light ) {
  926. lights.push( object );
  927. } else if ( object instanceof THREE.Sprite ) {
  928. sprites.push( object );
  929. } else if ( object instanceof THREE.LensFlare ) {
  930. lensFlares.push( object );
  931. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  932. var material = object.material;
  933. if ( material.transparent ) {
  934. transparentImmediateObjects.push( object );
  935. } else {
  936. opaqueImmediateObjects.push( object );
  937. }
  938. } else {
  939. var webglObject = objects.objects[ object.id ];
  940. if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  941. var material = object.material;
  942. if ( material !== null && material.visible === true ) {
  943. if ( properties.get( material ) ) {
  944. material.program = properties.get( material ).program;
  945. }
  946. if ( material.transparent ) {
  947. transparentObjects.push( webglObject );
  948. } else {
  949. opaqueObjects.push( webglObject );
  950. }
  951. if ( _this.sortObjects === true ) {
  952. _vector3.setFromMatrixPosition( object.matrixWorld );
  953. _vector3.applyProjection( _projScreenMatrix );
  954. webglObject.z = _vector3.z;
  955. }
  956. }
  957. }
  958. }
  959. }
  960. var children = object.children;
  961. for ( var i = 0, l = children.length; i < l; i ++ ) {
  962. projectObject( children[ i ] );
  963. }
  964. }
  965. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  966. var material = overrideMaterial;
  967. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  968. var webglObject = renderList[ i ];
  969. var object = webglObject.object;
  970. setupMatrices( object, camera );
  971. if ( overrideMaterial === undefined ) material = object.material;
  972. _this.renderBufferDirect( camera, lights, fog, material, object );
  973. }
  974. }
  975. function renderObjectsImmediate( renderList, camera, lights, fog, overrideMaterial ) {
  976. var material = overrideMaterial;
  977. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  978. var object = renderList[ i ];
  979. setupMatrices( object, camera );
  980. if ( overrideMaterial === undefined ) material = object.material;
  981. setMaterial( material );
  982. var program = setProgram( camera, lights, fog, material, object );
  983. _currentGeometryProgram = '';
  984. object.render( function ( object ) {
  985. _this.renderBufferImmediate( object, program, material );
  986. } );
  987. }
  988. }
  989. // Materials
  990. var shaderIDs = {
  991. MeshDepthMaterial: 'depth',
  992. MeshNormalMaterial: 'normal',
  993. MeshBasicMaterial: 'basic',
  994. MeshLambertMaterial: 'lambert',
  995. MeshPhongMaterial: 'phong',
  996. LineBasicMaterial: 'basic',
  997. LineDashedMaterial: 'dashed',
  998. PointCloudMaterial: 'particle_basic'
  999. };
  1000. function initMaterial( material, lights, fog, object ) {
  1001. var materialProperties = properties.get( material );
  1002. var shaderID = shaderIDs[ material.type ];
  1003. // heuristics to create shader parameters according to lights in the scene
  1004. // (not to blow over maxLights budget)
  1005. var maxLightCount = allocateLights( lights );
  1006. var maxShadows = allocateShadows( lights );
  1007. var maxBones = allocateBones( object );
  1008. var precision = _precision;
  1009. if ( material.precision !== null ) {
  1010. precision = state.getMaxPrecision( material.precision );
  1011. if ( precision !== material.precision ) {
  1012. console.warn( 'THREE.WebGLRenderer.initMaterial:', material.precision, 'not supported, using', precision, 'instead.' );
  1013. }
  1014. }
  1015. var parameters = {
  1016. precision: precision,
  1017. supportsVertexTextures: _supportsVertexTextures,
  1018. map: !! material.map,
  1019. envMap: !! material.envMap,
  1020. envMapMode: material.envMap && material.envMap.mapping,
  1021. lightMap: !! material.lightMap,
  1022. aoMap: !! material.aoMap,
  1023. emissiveMap: !! material.emissiveMap,
  1024. bumpMap: !! material.bumpMap,
  1025. normalMap: !! material.normalMap,
  1026. specularMap: !! material.specularMap,
  1027. alphaMap: !! material.alphaMap,
  1028. combine: material.combine,
  1029. vertexColors: material.vertexColors,
  1030. fog: fog,
  1031. useFog: material.fog,
  1032. fogExp: fog instanceof THREE.FogExp2,
  1033. flatShading: material.shading === THREE.FlatShading,
  1034. sizeAttenuation: material.sizeAttenuation,
  1035. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  1036. skinning: material.skinning,
  1037. maxBones: maxBones,
  1038. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  1039. morphTargets: material.morphTargets,
  1040. morphNormals: material.morphNormals,
  1041. maxMorphTargets: _this.maxMorphTargets,
  1042. maxMorphNormals: _this.maxMorphNormals,
  1043. maxDirLights: maxLightCount.directional,
  1044. maxPointLights: maxLightCount.point,
  1045. maxSpotLights: maxLightCount.spot,
  1046. maxHemiLights: maxLightCount.hemi,
  1047. maxShadows: maxShadows,
  1048. shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
  1049. shadowMapType: shadowMap.type,
  1050. shadowMapDebug: shadowMap.debug,
  1051. alphaTest: material.alphaTest,
  1052. metal: material.metal,
  1053. doubleSided: material.side === THREE.DoubleSide,
  1054. flipSided: material.side === THREE.BackSide
  1055. };
  1056. // Generate code
  1057. var chunks = [];
  1058. if ( shaderID ) {
  1059. chunks.push( shaderID );
  1060. } else {
  1061. chunks.push( material.fragmentShader );
  1062. chunks.push( material.vertexShader );
  1063. }
  1064. if ( material.defines !== undefined ) {
  1065. for ( var name in material.defines ) {
  1066. chunks.push( name );
  1067. chunks.push( material.defines[ name ] );
  1068. }
  1069. }
  1070. for ( var name in parameters ) {
  1071. chunks.push( name );
  1072. chunks.push( parameters[ name ] );
  1073. }
  1074. var code = chunks.join();
  1075. var programChange = true;
  1076. if ( ! materialProperties.program ) {
  1077. // new material
  1078. material.addEventListener( 'dispose', onMaterialDispose );
  1079. } else if ( materialProperties.program.code !== code ) {
  1080. // changed glsl or parameters
  1081. releaseMaterialProgramReference( material );
  1082. } else if ( shaderID !== undefined ) {
  1083. // same glsl and uniform list
  1084. return;
  1085. } else {
  1086. // only rebuild uniform list
  1087. programChange = false;
  1088. }
  1089. if ( shaderID ) {
  1090. var shader = THREE.ShaderLib[ shaderID ];
  1091. materialProperties.__webglShader = {
  1092. name: material.type,
  1093. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  1094. vertexShader: shader.vertexShader,
  1095. fragmentShader: shader.fragmentShader
  1096. };
  1097. } else {
  1098. materialProperties.__webglShader = {
  1099. name: material.type,
  1100. uniforms: material.uniforms,
  1101. vertexShader: material.vertexShader,
  1102. fragmentShader: material.fragmentShader
  1103. };
  1104. }
  1105. var program;
  1106. // Check if code has been already compiled
  1107. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  1108. var programInfo = _programs[ p ];
  1109. if ( programInfo.code === code ) {
  1110. program = programInfo;
  1111. if ( programChange ) {
  1112. program.usedTimes ++;
  1113. }
  1114. break;
  1115. }
  1116. }
  1117. if ( program === undefined ) {
  1118. material.__webglShader = materialProperties.__webglShader;
  1119. program = new THREE.WebGLProgram( _this, code, material, parameters );
  1120. _programs.push( program );
  1121. _infoMemory.programs = _programs.length;
  1122. }
  1123. materialProperties.program = program;
  1124. var attributes = program.getAttributes();
  1125. if ( material.morphTargets ) {
  1126. material.numSupportedMorphTargets = 0;
  1127. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  1128. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  1129. material.numSupportedMorphTargets ++;
  1130. }
  1131. }
  1132. }
  1133. if ( material.morphNormals ) {
  1134. material.numSupportedMorphNormals = 0;
  1135. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  1136. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  1137. material.numSupportedMorphNormals ++;
  1138. }
  1139. }
  1140. }
  1141. materialProperties.uniformsList = [];
  1142. var uniformLocations = materialProperties.program.getUniforms();
  1143. for ( var u in materialProperties.__webglShader.uniforms ) {
  1144. var location = uniformLocations[ u ];
  1145. if ( location ) {
  1146. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  1147. }
  1148. }
  1149. }
  1150. function setMaterial( material ) {
  1151. setMaterialFaces( material );
  1152. if ( material.transparent === true ) {
  1153. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  1154. } else {
  1155. state.setBlending( THREE.NoBlending );
  1156. }
  1157. state.setDepthFunc( material.depthFunc );
  1158. state.setDepthTest( material.depthTest );
  1159. state.setDepthWrite( material.depthWrite );
  1160. state.setColorWrite( material.colorWrite );
  1161. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1162. }
  1163. function setMaterialFaces( material ) {
  1164. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  1165. state.setFlipSided( material.side === THREE.BackSide );
  1166. }
  1167. function setProgram( camera, lights, fog, material, object ) {
  1168. _usedTextureUnits = 0;
  1169. var materialProperties = properties.get( material );
  1170. if ( material.needsUpdate || ! materialProperties.program ) {
  1171. initMaterial( material, lights, fog, object );
  1172. material.needsUpdate = false;
  1173. }
  1174. var refreshProgram = false;
  1175. var refreshMaterial = false;
  1176. var refreshLights = false;
  1177. var program = materialProperties.program,
  1178. p_uniforms = program.getUniforms(),
  1179. m_uniforms = materialProperties.__webglShader.uniforms;
  1180. if ( program.id !== _currentProgram ) {
  1181. _gl.useProgram( program.program );
  1182. _currentProgram = program.id;
  1183. refreshProgram = true;
  1184. refreshMaterial = true;
  1185. refreshLights = true;
  1186. }
  1187. if ( material.id !== _currentMaterialId ) {
  1188. if ( _currentMaterialId === - 1 ) refreshLights = true;
  1189. _currentMaterialId = material.id;
  1190. refreshMaterial = true;
  1191. }
  1192. if ( refreshProgram || camera !== _currentCamera ) {
  1193. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  1194. if ( _logarithmicDepthBuffer ) {
  1195. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  1196. }
  1197. if ( camera !== _currentCamera ) _currentCamera = camera;
  1198. // load material specific uniforms
  1199. // (shader material also gets them for the sake of genericity)
  1200. if ( material instanceof THREE.ShaderMaterial ||
  1201. material instanceof THREE.MeshPhongMaterial ||
  1202. material.envMap ) {
  1203. if ( p_uniforms.cameraPosition !== undefined ) {
  1204. _vector3.setFromMatrixPosition( camera.matrixWorld );
  1205. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  1206. }
  1207. }
  1208. if ( material instanceof THREE.MeshPhongMaterial ||
  1209. material instanceof THREE.MeshLambertMaterial ||
  1210. material instanceof THREE.MeshBasicMaterial ||
  1211. material instanceof THREE.ShaderMaterial ||
  1212. material.skinning ) {
  1213. if ( p_uniforms.viewMatrix !== undefined ) {
  1214. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  1215. }
  1216. }
  1217. }
  1218. // skinning uniforms must be set even if material didn't change
  1219. // auto-setting of texture unit for bone texture must go before other textures
  1220. // not sure why, but otherwise weird things happen
  1221. if ( material.skinning ) {
  1222. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  1223. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  1224. }
  1225. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  1226. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  1227. }
  1228. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  1229. if ( p_uniforms.boneTexture !== undefined ) {
  1230. var textureUnit = getTextureUnit();
  1231. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  1232. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  1233. }
  1234. if ( p_uniforms.boneTextureWidth !== undefined ) {
  1235. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  1236. }
  1237. if ( p_uniforms.boneTextureHeight !== undefined ) {
  1238. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  1239. }
  1240. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  1241. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  1242. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  1243. }
  1244. }
  1245. }
  1246. if ( refreshMaterial ) {
  1247. // refresh uniforms common to several materials
  1248. if ( fog && material.fog ) {
  1249. refreshUniformsFog( m_uniforms, fog );
  1250. }
  1251. if ( material instanceof THREE.MeshPhongMaterial ||
  1252. material instanceof THREE.MeshLambertMaterial ||
  1253. material.lights ) {
  1254. if ( _lightsNeedUpdate ) {
  1255. refreshLights = true;
  1256. setupLights( lights );
  1257. _lightsNeedUpdate = false;
  1258. }
  1259. if ( refreshLights ) {
  1260. refreshUniformsLights( m_uniforms, _lights );
  1261. markUniformsLightsNeedsUpdate( m_uniforms, true );
  1262. } else {
  1263. markUniformsLightsNeedsUpdate( m_uniforms, false );
  1264. }
  1265. }
  1266. if ( material instanceof THREE.MeshBasicMaterial ||
  1267. material instanceof THREE.MeshLambertMaterial ||
  1268. material instanceof THREE.MeshPhongMaterial ) {
  1269. refreshUniformsCommon( m_uniforms, material );
  1270. }
  1271. // refresh single material specific uniforms
  1272. if ( material instanceof THREE.LineBasicMaterial ) {
  1273. refreshUniformsLine( m_uniforms, material );
  1274. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1275. refreshUniformsLine( m_uniforms, material );
  1276. refreshUniformsDash( m_uniforms, material );
  1277. } else if ( material instanceof THREE.PointCloudMaterial ) {
  1278. refreshUniformsParticle( m_uniforms, material );
  1279. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1280. refreshUniformsPhong( m_uniforms, material );
  1281. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1282. refreshUniformsLambert( m_uniforms, material );
  1283. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1284. refreshUniformsBasic( m_uniforms, material );
  1285. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1286. m_uniforms.mNear.value = camera.near;
  1287. m_uniforms.mFar.value = camera.far;
  1288. m_uniforms.opacity.value = material.opacity;
  1289. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1290. m_uniforms.opacity.value = material.opacity;
  1291. }
  1292. if ( object.receiveShadow && ! material._shadowPass ) {
  1293. refreshUniformsShadow( m_uniforms, lights );
  1294. }
  1295. // load common uniforms
  1296. loadUniformsGeneric( materialProperties.uniformsList );
  1297. }
  1298. loadUniformsMatrices( p_uniforms, object );
  1299. if ( p_uniforms.modelMatrix !== undefined ) {
  1300. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1301. }
  1302. return program;
  1303. }
  1304. // Uniforms (refresh uniforms objects)
  1305. function refreshUniformsCommon ( uniforms, material ) {
  1306. uniforms.opacity.value = material.opacity;
  1307. uniforms.diffuse.value = material.color;
  1308. uniforms.map.value = material.map;
  1309. uniforms.specularMap.value = material.specularMap;
  1310. uniforms.alphaMap.value = material.alphaMap;
  1311. if ( material.bumpMap ) {
  1312. uniforms.bumpMap.value = material.bumpMap;
  1313. uniforms.bumpScale.value = material.bumpScale;
  1314. }
  1315. if ( material.normalMap ) {
  1316. uniforms.normalMap.value = material.normalMap;
  1317. uniforms.normalScale.value.copy( material.normalScale );
  1318. }
  1319. // uv repeat and offset setting priorities
  1320. // 1. color map
  1321. // 2. specular map
  1322. // 3. normal map
  1323. // 4. bump map
  1324. // 5. alpha map
  1325. // 6. emissive map
  1326. var uvScaleMap;
  1327. if ( material.map ) {
  1328. uvScaleMap = material.map;
  1329. } else if ( material.specularMap ) {
  1330. uvScaleMap = material.specularMap;
  1331. } else if ( material.normalMap ) {
  1332. uvScaleMap = material.normalMap;
  1333. } else if ( material.bumpMap ) {
  1334. uvScaleMap = material.bumpMap;
  1335. } else if ( material.alphaMap ) {
  1336. uvScaleMap = material.alphaMap;
  1337. } else if ( material.emissiveMap ) {
  1338. uvScaleMap = material.emissiveMap;
  1339. }
  1340. if ( uvScaleMap !== undefined ) {
  1341. var offset = uvScaleMap.offset;
  1342. var repeat = uvScaleMap.repeat;
  1343. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1344. }
  1345. uniforms.envMap.value = material.envMap;
  1346. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1347. uniforms.reflectivity.value = material.reflectivity;
  1348. uniforms.refractionRatio.value = material.refractionRatio;
  1349. }
  1350. function refreshUniformsLine ( uniforms, material ) {
  1351. uniforms.diffuse.value = material.color;
  1352. uniforms.opacity.value = material.opacity;
  1353. }
  1354. function refreshUniformsDash ( uniforms, material ) {
  1355. uniforms.dashSize.value = material.dashSize;
  1356. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1357. uniforms.scale.value = material.scale;
  1358. }
  1359. function refreshUniformsParticle ( uniforms, material ) {
  1360. uniforms.psColor.value = material.color;
  1361. uniforms.opacity.value = material.opacity;
  1362. uniforms.size.value = material.size;
  1363. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1364. uniforms.map.value = material.map;
  1365. if ( material.map !== null ) {
  1366. var offset = material.map.offset;
  1367. var repeat = material.map.repeat;
  1368. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1369. }
  1370. }
  1371. function refreshUniformsFog ( uniforms, fog ) {
  1372. uniforms.fogColor.value = fog.color;
  1373. if ( fog instanceof THREE.Fog ) {
  1374. uniforms.fogNear.value = fog.near;
  1375. uniforms.fogFar.value = fog.far;
  1376. } else if ( fog instanceof THREE.FogExp2 ) {
  1377. uniforms.fogDensity.value = fog.density;
  1378. }
  1379. }
  1380. function refreshUniformsPhong ( uniforms, material ) {
  1381. uniforms.shininess.value = material.shininess;
  1382. uniforms.emissive.value = material.emissive;
  1383. uniforms.specular.value = material.specular;
  1384. uniforms.lightMap.value = material.lightMap;
  1385. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1386. uniforms.aoMap.value = material.aoMap;
  1387. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1388. uniforms.emissiveMap.value = material.emissiveMap;
  1389. }
  1390. function refreshUniformsLambert ( uniforms, material ) {
  1391. uniforms.emissive.value = material.emissive;
  1392. }
  1393. function refreshUniformsBasic ( uniforms, material ) {
  1394. uniforms.aoMap.value = material.aoMap;
  1395. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1396. }
  1397. function refreshUniformsLights ( uniforms, lights ) {
  1398. uniforms.ambientLightColor.value = lights.ambient;
  1399. uniforms.directionalLightColor.value = lights.directional.colors;
  1400. uniforms.directionalLightDirection.value = lights.directional.positions;
  1401. uniforms.pointLightColor.value = lights.point.colors;
  1402. uniforms.pointLightPosition.value = lights.point.positions;
  1403. uniforms.pointLightDistance.value = lights.point.distances;
  1404. uniforms.pointLightDecay.value = lights.point.decays;
  1405. uniforms.spotLightColor.value = lights.spot.colors;
  1406. uniforms.spotLightPosition.value = lights.spot.positions;
  1407. uniforms.spotLightDistance.value = lights.spot.distances;
  1408. uniforms.spotLightDirection.value = lights.spot.directions;
  1409. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1410. uniforms.spotLightExponent.value = lights.spot.exponents;
  1411. uniforms.spotLightDecay.value = lights.spot.decays;
  1412. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1413. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1414. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1415. }
  1416. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1417. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1418. uniforms.ambientLightColor.needsUpdate = value;
  1419. uniforms.directionalLightColor.needsUpdate = value;
  1420. uniforms.directionalLightDirection.needsUpdate = value;
  1421. uniforms.pointLightColor.needsUpdate = value;
  1422. uniforms.pointLightPosition.needsUpdate = value;
  1423. uniforms.pointLightDistance.needsUpdate = value;
  1424. uniforms.pointLightDecay.needsUpdate = value;
  1425. uniforms.spotLightColor.needsUpdate = value;
  1426. uniforms.spotLightPosition.needsUpdate = value;
  1427. uniforms.spotLightDistance.needsUpdate = value;
  1428. uniforms.spotLightDirection.needsUpdate = value;
  1429. uniforms.spotLightAngleCos.needsUpdate = value;
  1430. uniforms.spotLightExponent.needsUpdate = value;
  1431. uniforms.spotLightDecay.needsUpdate = value;
  1432. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  1433. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  1434. uniforms.hemisphereLightDirection.needsUpdate = value;
  1435. }
  1436. function refreshUniformsShadow ( uniforms, lights ) {
  1437. if ( uniforms.shadowMatrix ) {
  1438. var j = 0;
  1439. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1440. var light = lights[ i ];
  1441. if ( ! light.castShadow ) continue;
  1442. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight ) ) {
  1443. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1444. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1445. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1446. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1447. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1448. j ++;
  1449. }
  1450. }
  1451. }
  1452. }
  1453. // Uniforms (load to GPU)
  1454. function loadUniformsMatrices ( uniforms, object ) {
  1455. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  1456. if ( uniforms.normalMatrix ) {
  1457. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  1458. }
  1459. }
  1460. function getTextureUnit() {
  1461. var textureUnit = _usedTextureUnits;
  1462. if ( textureUnit >= _maxTextures ) {
  1463. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  1464. }
  1465. _usedTextureUnits += 1;
  1466. return textureUnit;
  1467. }
  1468. function loadUniformsGeneric ( uniforms ) {
  1469. var texture, textureUnit, offset;
  1470. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1471. var uniform = uniforms[ j ][ 0 ];
  1472. // needsUpdate property is not added to all uniforms.
  1473. if ( uniform.needsUpdate === false ) continue;
  1474. var type = uniform.type;
  1475. var value = uniform.value;
  1476. var location = uniforms[ j ][ 1 ];
  1477. switch ( type ) {
  1478. case '1i':
  1479. _gl.uniform1i( location, value );
  1480. break;
  1481. case '1f':
  1482. _gl.uniform1f( location, value );
  1483. break;
  1484. case '2f':
  1485. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1486. break;
  1487. case '3f':
  1488. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1489. break;
  1490. case '4f':
  1491. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1492. break;
  1493. case '1iv':
  1494. _gl.uniform1iv( location, value );
  1495. break;
  1496. case '3iv':
  1497. _gl.uniform3iv( location, value );
  1498. break;
  1499. case '1fv':
  1500. _gl.uniform1fv( location, value );
  1501. break;
  1502. case '2fv':
  1503. _gl.uniform2fv( location, value );
  1504. break;
  1505. case '3fv':
  1506. _gl.uniform3fv( location, value );
  1507. break;
  1508. case '4fv':
  1509. _gl.uniform4fv( location, value );
  1510. break;
  1511. case 'Matrix3fv':
  1512. _gl.uniformMatrix3fv( location, false, value );
  1513. break;
  1514. case 'Matrix4fv':
  1515. _gl.uniformMatrix4fv( location, false, value );
  1516. break;
  1517. //
  1518. case 'i':
  1519. // single integer
  1520. _gl.uniform1i( location, value );
  1521. break;
  1522. case 'f':
  1523. // single float
  1524. _gl.uniform1f( location, value );
  1525. break;
  1526. case 'v2':
  1527. // single THREE.Vector2
  1528. _gl.uniform2f( location, value.x, value.y );
  1529. break;
  1530. case 'v3':
  1531. // single THREE.Vector3
  1532. _gl.uniform3f( location, value.x, value.y, value.z );
  1533. break;
  1534. case 'v4':
  1535. // single THREE.Vector4
  1536. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1537. break;
  1538. case 'c':
  1539. // single THREE.Color
  1540. _gl.uniform3f( location, value.r, value.g, value.b );
  1541. break;
  1542. case 'iv1':
  1543. // flat array of integers (JS or typed array)
  1544. _gl.uniform1iv( location, value );
  1545. break;
  1546. case 'iv':
  1547. // flat array of integers with 3 x N size (JS or typed array)
  1548. _gl.uniform3iv( location, value );
  1549. break;
  1550. case 'fv1':
  1551. // flat array of floats (JS or typed array)
  1552. _gl.uniform1fv( location, value );
  1553. break;
  1554. case 'fv':
  1555. // flat array of floats with 3 x N size (JS or typed array)
  1556. _gl.uniform3fv( location, value );
  1557. break;
  1558. case 'v2v':
  1559. // array of THREE.Vector2
  1560. if ( uniform._array === undefined ) {
  1561. uniform._array = new Float32Array( 2 * value.length );
  1562. }
  1563. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1564. offset = i * 2;
  1565. uniform._array[ offset + 0 ] = value[ i ].x;
  1566. uniform._array[ offset + 1 ] = value[ i ].y;
  1567. }
  1568. _gl.uniform2fv( location, uniform._array );
  1569. break;
  1570. case 'v3v':
  1571. // array of THREE.Vector3
  1572. if ( uniform._array === undefined ) {
  1573. uniform._array = new Float32Array( 3 * value.length );
  1574. }
  1575. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1576. offset = i * 3;
  1577. uniform._array[ offset + 0 ] = value[ i ].x;
  1578. uniform._array[ offset + 1 ] = value[ i ].y;
  1579. uniform._array[ offset + 2 ] = value[ i ].z;
  1580. }
  1581. _gl.uniform3fv( location, uniform._array );
  1582. break;
  1583. case 'v4v':
  1584. // array of THREE.Vector4
  1585. if ( uniform._array === undefined ) {
  1586. uniform._array = new Float32Array( 4 * value.length );
  1587. }
  1588. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1589. offset = i * 4;
  1590. uniform._array[ offset + 0 ] = value[ i ].x;
  1591. uniform._array[ offset + 1 ] = value[ i ].y;
  1592. uniform._array[ offset + 2 ] = value[ i ].z;
  1593. uniform._array[ offset + 3 ] = value[ i ].w;
  1594. }
  1595. _gl.uniform4fv( location, uniform._array );
  1596. break;
  1597. case 'm3':
  1598. // single THREE.Matrix3
  1599. _gl.uniformMatrix3fv( location, false, value.elements );
  1600. break;
  1601. case 'm3v':
  1602. // array of THREE.Matrix3
  1603. if ( uniform._array === undefined ) {
  1604. uniform._array = new Float32Array( 9 * value.length );
  1605. }
  1606. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1607. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1608. }
  1609. _gl.uniformMatrix3fv( location, false, uniform._array );
  1610. break;
  1611. case 'm4':
  1612. // single THREE.Matrix4
  1613. _gl.uniformMatrix4fv( location, false, value.elements );
  1614. break;
  1615. case 'm4v':
  1616. // array of THREE.Matrix4
  1617. if ( uniform._array === undefined ) {
  1618. uniform._array = new Float32Array( 16 * value.length );
  1619. }
  1620. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1621. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1622. }
  1623. _gl.uniformMatrix4fv( location, false, uniform._array );
  1624. break;
  1625. case 't':
  1626. // single THREE.Texture (2d or cube)
  1627. texture = value;
  1628. textureUnit = getTextureUnit();
  1629. _gl.uniform1i( location, textureUnit );
  1630. if ( ! texture ) continue;
  1631. if ( texture instanceof THREE.CubeTexture ||
  1632. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1633. // CompressedTexture can have Array in image :/
  1634. setCubeTexture( texture, textureUnit );
  1635. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1636. setCubeTextureDynamic( texture, textureUnit );
  1637. } else {
  1638. _this.setTexture( texture, textureUnit );
  1639. }
  1640. break;
  1641. case 'tv':
  1642. // array of THREE.Texture (2d)
  1643. if ( uniform._array === undefined ) {
  1644. uniform._array = [];
  1645. }
  1646. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1647. uniform._array[ i ] = getTextureUnit();
  1648. }
  1649. _gl.uniform1iv( location, uniform._array );
  1650. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1651. texture = uniform.value[ i ];
  1652. textureUnit = uniform._array[ i ];
  1653. if ( ! texture ) continue;
  1654. _this.setTexture( texture, textureUnit );
  1655. }
  1656. break;
  1657. default:
  1658. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1659. }
  1660. }
  1661. }
  1662. function setupMatrices( object, camera ) {
  1663. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  1664. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  1665. }
  1666. function setColorLinear( array, offset, color, intensity ) {
  1667. array[ offset + 0 ] = color.r * intensity;
  1668. array[ offset + 1 ] = color.g * intensity;
  1669. array[ offset + 2 ] = color.b * intensity;
  1670. }
  1671. function setupLights ( lights ) {
  1672. var l, ll, light,
  1673. r = 0, g = 0, b = 0,
  1674. color, skyColor, groundColor,
  1675. intensity,
  1676. distance,
  1677. zlights = _lights,
  1678. dirColors = zlights.directional.colors,
  1679. dirPositions = zlights.directional.positions,
  1680. pointColors = zlights.point.colors,
  1681. pointPositions = zlights.point.positions,
  1682. pointDistances = zlights.point.distances,
  1683. pointDecays = zlights.point.decays,
  1684. spotColors = zlights.spot.colors,
  1685. spotPositions = zlights.spot.positions,
  1686. spotDistances = zlights.spot.distances,
  1687. spotDirections = zlights.spot.directions,
  1688. spotAnglesCos = zlights.spot.anglesCos,
  1689. spotExponents = zlights.spot.exponents,
  1690. spotDecays = zlights.spot.decays,
  1691. hemiSkyColors = zlights.hemi.skyColors,
  1692. hemiGroundColors = zlights.hemi.groundColors,
  1693. hemiPositions = zlights.hemi.positions,
  1694. dirLength = 0,
  1695. pointLength = 0,
  1696. spotLength = 0,
  1697. hemiLength = 0,
  1698. dirCount = 0,
  1699. pointCount = 0,
  1700. spotCount = 0,
  1701. hemiCount = 0,
  1702. dirOffset = 0,
  1703. pointOffset = 0,
  1704. spotOffset = 0,
  1705. hemiOffset = 0;
  1706. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1707. light = lights[ l ];
  1708. if ( light.onlyShadow ) continue;
  1709. color = light.color;
  1710. intensity = light.intensity;
  1711. distance = light.distance;
  1712. if ( light instanceof THREE.AmbientLight ) {
  1713. if ( ! light.visible ) continue;
  1714. r += color.r;
  1715. g += color.g;
  1716. b += color.b;
  1717. } else if ( light instanceof THREE.DirectionalLight ) {
  1718. dirCount += 1;
  1719. if ( ! light.visible ) continue;
  1720. _direction.setFromMatrixPosition( light.matrixWorld );
  1721. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1722. _direction.sub( _vector3 );
  1723. _direction.normalize();
  1724. dirOffset = dirLength * 3;
  1725. dirPositions[ dirOffset + 0 ] = _direction.x;
  1726. dirPositions[ dirOffset + 1 ] = _direction.y;
  1727. dirPositions[ dirOffset + 2 ] = _direction.z;
  1728. setColorLinear( dirColors, dirOffset, color, intensity );
  1729. dirLength += 1;
  1730. } else if ( light instanceof THREE.PointLight ) {
  1731. pointCount += 1;
  1732. if ( ! light.visible ) continue;
  1733. pointOffset = pointLength * 3;
  1734. setColorLinear( pointColors, pointOffset, color, intensity );
  1735. _vector3.setFromMatrixPosition( light.matrixWorld );
  1736. pointPositions[ pointOffset + 0 ] = _vector3.x;
  1737. pointPositions[ pointOffset + 1 ] = _vector3.y;
  1738. pointPositions[ pointOffset + 2 ] = _vector3.z;
  1739. // distance is 0 if decay is 0, because there is no attenuation at all.
  1740. pointDistances[ pointLength ] = distance;
  1741. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1742. pointLength += 1;
  1743. } else if ( light instanceof THREE.SpotLight ) {
  1744. spotCount += 1;
  1745. if ( ! light.visible ) continue;
  1746. spotOffset = spotLength * 3;
  1747. setColorLinear( spotColors, spotOffset, color, intensity );
  1748. _direction.setFromMatrixPosition( light.matrixWorld );
  1749. spotPositions[ spotOffset + 0 ] = _direction.x;
  1750. spotPositions[ spotOffset + 1 ] = _direction.y;
  1751. spotPositions[ spotOffset + 2 ] = _direction.z;
  1752. spotDistances[ spotLength ] = distance;
  1753. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1754. _direction.sub( _vector3 );
  1755. _direction.normalize();
  1756. spotDirections[ spotOffset + 0 ] = _direction.x;
  1757. spotDirections[ spotOffset + 1 ] = _direction.y;
  1758. spotDirections[ spotOffset + 2 ] = _direction.z;
  1759. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1760. spotExponents[ spotLength ] = light.exponent;
  1761. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1762. spotLength += 1;
  1763. } else if ( light instanceof THREE.HemisphereLight ) {
  1764. hemiCount += 1;
  1765. if ( ! light.visible ) continue;
  1766. _direction.setFromMatrixPosition( light.matrixWorld );
  1767. _direction.normalize();
  1768. hemiOffset = hemiLength * 3;
  1769. hemiPositions[ hemiOffset + 0 ] = _direction.x;
  1770. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1771. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1772. skyColor = light.color;
  1773. groundColor = light.groundColor;
  1774. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1775. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1776. hemiLength += 1;
  1777. }
  1778. }
  1779. // null eventual remains from removed lights
  1780. // (this is to avoid if in shader)
  1781. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1782. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1783. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1784. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1785. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1786. zlights.directional.length = dirLength;
  1787. zlights.point.length = pointLength;
  1788. zlights.spot.length = spotLength;
  1789. zlights.hemi.length = hemiLength;
  1790. zlights.ambient[ 0 ] = r;
  1791. zlights.ambient[ 1 ] = g;
  1792. zlights.ambient[ 2 ] = b;
  1793. }
  1794. // GL state setting
  1795. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1796. if ( cullFace === THREE.CullFaceNone ) {
  1797. state.disable( _gl.CULL_FACE );
  1798. } else {
  1799. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1800. _gl.frontFace( _gl.CW );
  1801. } else {
  1802. _gl.frontFace( _gl.CCW );
  1803. }
  1804. if ( cullFace === THREE.CullFaceBack ) {
  1805. _gl.cullFace( _gl.BACK );
  1806. } else if ( cullFace === THREE.CullFaceFront ) {
  1807. _gl.cullFace( _gl.FRONT );
  1808. } else {
  1809. _gl.cullFace( _gl.FRONT_AND_BACK );
  1810. }
  1811. state.enable( _gl.CULL_FACE );
  1812. }
  1813. };
  1814. // Textures
  1815. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1816. var extension;
  1817. if ( isImagePowerOfTwo ) {
  1818. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1819. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1820. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1821. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1822. } else {
  1823. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1824. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1825. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1826. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  1827. }
  1828. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1829. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1830. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1831. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  1832. }
  1833. }
  1834. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1835. if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
  1836. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1837. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1838. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1839. }
  1840. }
  1841. }
  1842. function uploadTexture( textureProperties, texture, slot ) {
  1843. if ( textureProperties.__webglInit === undefined ) {
  1844. textureProperties.__webglInit = true;
  1845. texture.__webglInit = true;
  1846. texture.addEventListener( 'dispose', onTextureDispose );
  1847. textureProperties.__webglTexture = _gl.createTexture();
  1848. _infoMemory.textures ++;
  1849. }
  1850. state.activeTexture( _gl.TEXTURE0 + slot );
  1851. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1852. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1853. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1854. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1855. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  1856. var image = texture.image,
  1857. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1858. glFormat = paramThreeToGL( texture.format ),
  1859. glType = paramThreeToGL( texture.type );
  1860. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1861. var mipmap, mipmaps = texture.mipmaps;
  1862. if ( texture instanceof THREE.DataTexture ) {
  1863. // use manually created mipmaps if available
  1864. // if there are no manual mipmaps
  1865. // set 0 level mipmap and then use GL to generate other mipmap levels
  1866. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1867. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1868. mipmap = mipmaps[ i ];
  1869. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1870. }
  1871. texture.generateMipmaps = false;
  1872. } else {
  1873. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1874. }
  1875. } else if ( texture instanceof THREE.CompressedTexture ) {
  1876. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1877. mipmap = mipmaps[ i ];
  1878. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1879. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1880. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1881. } else {
  1882. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1883. }
  1884. } else {
  1885. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1886. }
  1887. }
  1888. } else {
  1889. // regular Texture (image, video, canvas)
  1890. // use manually created mipmaps if available
  1891. // if there are no manual mipmaps
  1892. // set 0 level mipmap and then use GL to generate other mipmap levels
  1893. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1894. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1895. mipmap = mipmaps[ i ];
  1896. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1897. }
  1898. texture.generateMipmaps = false;
  1899. } else {
  1900. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1901. }
  1902. }
  1903. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1904. textureProperties.__version = texture.version;
  1905. if ( texture.onUpdate ) texture.onUpdate( texture );
  1906. }
  1907. this.setTexture = function ( texture, slot ) {
  1908. var textureProperties = properties.get( texture );
  1909. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1910. var image = texture.image;
  1911. if ( image === undefined ) {
  1912. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1913. return;
  1914. }
  1915. if ( image.complete === false ) {
  1916. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1917. return;
  1918. }
  1919. uploadTexture( textureProperties, texture, slot );
  1920. return;
  1921. }
  1922. state.activeTexture( _gl.TEXTURE0 + slot );
  1923. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1924. };
  1925. function clampToMaxSize ( image, maxSize ) {
  1926. if ( image.width > maxSize || image.height > maxSize ) {
  1927. // Warning: Scaling through the canvas will only work with images that use
  1928. // premultiplied alpha.
  1929. var scale = maxSize / Math.max( image.width, image.height );
  1930. var canvas = document.createElement( 'canvas' );
  1931. canvas.width = Math.floor( image.width * scale );
  1932. canvas.height = Math.floor( image.height * scale );
  1933. var context = canvas.getContext( '2d' );
  1934. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1935. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1936. return canvas;
  1937. }
  1938. return image;
  1939. }
  1940. function setCubeTexture ( texture, slot ) {
  1941. var textureProperties = properties.get( texture );
  1942. if ( texture.image.length === 6 ) {
  1943. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1944. if ( ! textureProperties.__image__webglTextureCube ) {
  1945. texture.addEventListener( 'dispose', onTextureDispose );
  1946. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1947. _infoMemory.textures ++;
  1948. }
  1949. state.activeTexture( _gl.TEXTURE0 + slot );
  1950. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1951. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1952. var isCompressed = texture instanceof THREE.CompressedTexture;
  1953. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1954. var cubeImage = [];
  1955. for ( var i = 0; i < 6; i ++ ) {
  1956. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1957. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  1958. } else {
  1959. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1960. }
  1961. }
  1962. var image = cubeImage[ 0 ],
  1963. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1964. glFormat = paramThreeToGL( texture.format ),
  1965. glType = paramThreeToGL( texture.type );
  1966. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1967. for ( var i = 0; i < 6; i ++ ) {
  1968. if ( ! isCompressed ) {
  1969. if ( isDataTexture ) {
  1970. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1971. } else {
  1972. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1973. }
  1974. } else {
  1975. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1976. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1977. mipmap = mipmaps[ j ];
  1978. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1979. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1980. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1981. } else {
  1982. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1983. }
  1984. } else {
  1985. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1986. }
  1987. }
  1988. }
  1989. }
  1990. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1991. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1992. }
  1993. textureProperties.__version = texture.version;
  1994. if ( texture.onUpdate ) texture.onUpdate( texture );
  1995. } else {
  1996. state.activeTexture( _gl.TEXTURE0 + slot );
  1997. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1998. }
  1999. }
  2000. }
  2001. function setCubeTextureDynamic ( texture, slot ) {
  2002. state.activeTexture( _gl.TEXTURE0 + slot );
  2003. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  2004. }
  2005. // Render targets
  2006. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  2007. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2008. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget ).__webglTexture, 0 );
  2009. }
  2010. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  2011. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  2012. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2013. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  2014. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2015. /* For some reason this is not working. Defaulting to RGBA4.
  2016. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2017. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  2018. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2019. */
  2020. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2021. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  2022. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2023. } else {
  2024. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  2025. }
  2026. }
  2027. this.setRenderTarget = function ( renderTarget ) {
  2028. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  2029. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  2030. var renderTargetProperties = properties.get( renderTarget );
  2031. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  2032. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  2033. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  2034. renderTargetProperties.__webglTexture = _gl.createTexture();
  2035. _infoMemory.textures ++;
  2036. // Setup texture, create render and frame buffers
  2037. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  2038. glFormat = paramThreeToGL( renderTarget.format ),
  2039. glType = paramThreeToGL( renderTarget.type );
  2040. if ( isCube ) {
  2041. renderTargetProperties.__webglFramebuffer = [];
  2042. renderTargetProperties.__webglRenderbuffer = [];
  2043. state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTargetProperties.__webglTexture );
  2044. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  2045. for ( var i = 0; i < 6; i ++ ) {
  2046. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  2047. renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  2048. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2049. setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  2050. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
  2051. }
  2052. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2053. } else {
  2054. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  2055. if ( renderTarget.shareDepthFrom ) {
  2056. renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  2057. } else {
  2058. renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
  2059. }
  2060. state.bindTexture( _gl.TEXTURE_2D, renderTargetProperties.__webglTexture );
  2061. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  2062. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2063. setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  2064. if ( renderTarget.shareDepthFrom ) {
  2065. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2066. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  2067. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2068. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  2069. }
  2070. } else {
  2071. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
  2072. }
  2073. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  2074. }
  2075. // Release everything
  2076. if ( isCube ) {
  2077. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2078. } else {
  2079. state.bindTexture( _gl.TEXTURE_2D, null );
  2080. }
  2081. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2082. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  2083. }
  2084. var framebuffer, width, height, vx, vy;
  2085. if ( renderTarget ) {
  2086. var renderTargetProperties = properties.get( renderTarget );
  2087. if ( isCube ) {
  2088. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  2089. } else {
  2090. framebuffer = renderTargetProperties.__webglFramebuffer;
  2091. }
  2092. width = renderTarget.width;
  2093. height = renderTarget.height;
  2094. vx = 0;
  2095. vy = 0;
  2096. } else {
  2097. framebuffer = null;
  2098. width = _viewportWidth;
  2099. height = _viewportHeight;
  2100. vx = _viewportX;
  2101. vy = _viewportY;
  2102. }
  2103. if ( framebuffer !== _currentFramebuffer ) {
  2104. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2105. _gl.viewport( vx, vy, width, height );
  2106. _currentFramebuffer = framebuffer;
  2107. }
  2108. _currentWidth = width;
  2109. _currentHeight = height;
  2110. };
  2111. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  2112. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  2113. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  2114. return;
  2115. }
  2116. if ( properties.get( renderTarget ).__webglFramebuffer ) {
  2117. if ( renderTarget.format !== THREE.RGBAFormat ) {
  2118. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  2119. return;
  2120. }
  2121. var restore = false;
  2122. if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
  2123. _gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
  2124. restore = true;
  2125. }
  2126. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  2127. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  2128. } else {
  2129. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  2130. }
  2131. if ( restore ) {
  2132. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  2133. }
  2134. }
  2135. };
  2136. function updateRenderTargetMipmap ( renderTarget ) {
  2137. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  2138. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( renderTarget ).__webglTexture );
  2139. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2140. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2141. } else {
  2142. state.bindTexture( _gl.TEXTURE_2D, properties.get( renderTarget ).__webglTexture );
  2143. _gl.generateMipmap( _gl.TEXTURE_2D );
  2144. state.bindTexture( _gl.TEXTURE_2D, null );
  2145. }
  2146. }
  2147. // Fallback filters for non-power-of-2 textures
  2148. function filterFallback ( f ) {
  2149. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  2150. return _gl.NEAREST;
  2151. }
  2152. return _gl.LINEAR;
  2153. }
  2154. // Map three.js constants to WebGL constants
  2155. function paramThreeToGL ( p ) {
  2156. var extension;
  2157. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  2158. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  2159. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  2160. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  2161. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  2162. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  2163. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  2164. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  2165. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  2166. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  2167. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  2168. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  2169. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  2170. if ( p === THREE.ByteType ) return _gl.BYTE;
  2171. if ( p === THREE.ShortType ) return _gl.SHORT;
  2172. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  2173. if ( p === THREE.IntType ) return _gl.INT;
  2174. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  2175. if ( p === THREE.FloatType ) return _gl.FLOAT;
  2176. extension = extensions.get( 'OES_texture_half_float' );
  2177. if ( extension !== null ) {
  2178. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  2179. }
  2180. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  2181. if ( p === THREE.RGBFormat ) return _gl.RGB;
  2182. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2183. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2184. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2185. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2186. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2187. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2188. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2189. if ( p === THREE.OneFactor ) return _gl.ONE;
  2190. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2191. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2192. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2193. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2194. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2195. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2196. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2197. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2198. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2199. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2200. if ( extension !== null ) {
  2201. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2202. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2203. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2204. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2205. }
  2206. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2207. if ( extension !== null ) {
  2208. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2209. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2210. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2211. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2212. }
  2213. extension = extensions.get( 'EXT_blend_minmax' );
  2214. if ( extension !== null ) {
  2215. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2216. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2217. }
  2218. return 0;
  2219. }
  2220. // Allocations
  2221. function allocateBones ( object ) {
  2222. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  2223. return 1024;
  2224. } else {
  2225. // default for when object is not specified
  2226. // ( for example when prebuilding shader to be used with multiple objects )
  2227. //
  2228. // - leave some extra space for other uniforms
  2229. // - limit here is ANGLE's 254 max uniform vectors
  2230. // (up to 54 should be safe)
  2231. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  2232. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  2233. var maxBones = nVertexMatrices;
  2234. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  2235. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  2236. if ( maxBones < object.skeleton.bones.length ) {
  2237. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  2238. }
  2239. }
  2240. return maxBones;
  2241. }
  2242. }
  2243. function allocateLights( lights ) {
  2244. var dirLights = 0;
  2245. var pointLights = 0;
  2246. var spotLights = 0;
  2247. var hemiLights = 0;
  2248. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2249. var light = lights[ l ];
  2250. if ( light.onlyShadow || light.visible === false ) continue;
  2251. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  2252. if ( light instanceof THREE.PointLight ) pointLights ++;
  2253. if ( light instanceof THREE.SpotLight ) spotLights ++;
  2254. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  2255. }
  2256. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  2257. }
  2258. function allocateShadows( lights ) {
  2259. var maxShadows = 0;
  2260. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2261. var light = lights[ l ];
  2262. if ( ! light.castShadow ) continue;
  2263. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  2264. if ( light instanceof THREE.DirectionalLight ) maxShadows ++;
  2265. }
  2266. return maxShadows;
  2267. }
  2268. // DEPRECATED
  2269. this.supportsFloatTextures = function () {
  2270. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  2271. return extensions.get( 'OES_texture_float' );
  2272. };
  2273. this.supportsHalfFloatTextures = function () {
  2274. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  2275. return extensions.get( 'OES_texture_half_float' );
  2276. };
  2277. this.supportsStandardDerivatives = function () {
  2278. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  2279. return extensions.get( 'OES_standard_derivatives' );
  2280. };
  2281. this.supportsCompressedTextureS3TC = function () {
  2282. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  2283. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2284. };
  2285. this.supportsCompressedTexturePVRTC = function () {
  2286. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  2287. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2288. };
  2289. this.supportsBlendMinMax = function () {
  2290. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  2291. return extensions.get( 'EXT_blend_minmax' );
  2292. };
  2293. this.initMaterial = function () {
  2294. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  2295. };
  2296. this.addPrePlugin = function () {
  2297. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  2298. };
  2299. this.addPostPlugin = function () {
  2300. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  2301. };
  2302. this.updateShadowMap = function () {
  2303. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  2304. };
  2305. Object.defineProperties( this, {
  2306. shadowMapEnabled: {
  2307. get: function () {
  2308. return shadowMap.enabled;
  2309. },
  2310. set: function ( value ) {
  2311. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  2312. shadowMap.enabled = value;
  2313. }
  2314. },
  2315. shadowMapType: {
  2316. get: function () {
  2317. return shadowMap.type;
  2318. },
  2319. set: function ( value ) {
  2320. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  2321. shadowMap.type = value;
  2322. }
  2323. },
  2324. shadowMapCullFace: {
  2325. get: function () {
  2326. return shadowMap.cullFace;
  2327. },
  2328. set: function ( value ) {
  2329. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  2330. shadowMap.cullFace = value;
  2331. }
  2332. },
  2333. shadowMapDebug: {
  2334. get: function () {
  2335. return shadowMap.debug;
  2336. },
  2337. set: function ( value ) {
  2338. console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
  2339. shadowMap.debug = value;
  2340. }
  2341. }
  2342. } );
  2343. };