WebGLRenderer.js 79 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _width = _canvas.width,
  13. _height = _canvas.height,
  14. pixelRatio = 1,
  15. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  16. _depth = parameters.depth !== undefined ? parameters.depth : true,
  17. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  18. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  19. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  20. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. var lights = [];
  24. var opaqueObjects = [];
  25. var opaqueObjectsLastIndex = -1;
  26. var transparentObjects = [];
  27. var transparentObjectsLastIndex = -1;
  28. var morphInfluences = new Float32Array( 8 );
  29. var sprites = [];
  30. var lensFlares = [];
  31. // public properties
  32. this.domElement = _canvas;
  33. this.context = null;
  34. // clearing
  35. this.autoClear = true;
  36. this.autoClearColor = true;
  37. this.autoClearDepth = true;
  38. this.autoClearStencil = true;
  39. // scene graph
  40. this.sortObjects = true;
  41. // physically based shading
  42. this.gammaFactor = 2.0; // for backwards compatibility
  43. this.gammaInput = false;
  44. this.gammaOutput = false;
  45. // morphs
  46. this.maxMorphTargets = 8;
  47. this.maxMorphNormals = 4;
  48. // flags
  49. this.autoScaleCubemaps = true;
  50. // internal properties
  51. var _this = this,
  52. // internal state cache
  53. _currentProgram = null,
  54. _currentFramebuffer = null,
  55. _currentMaterialId = - 1,
  56. _currentGeometryProgram = '',
  57. _currentCamera = null,
  58. _usedTextureUnits = 0,
  59. _viewportX = 0,
  60. _viewportY = 0,
  61. _viewportWidth = _canvas.width,
  62. _viewportHeight = _canvas.height,
  63. _currentWidth = 0,
  64. _currentHeight = 0,
  65. // frustum
  66. _frustum = new THREE.Frustum(),
  67. // camera matrices cache
  68. _projScreenMatrix = new THREE.Matrix4(),
  69. _vector3 = new THREE.Vector3(),
  70. // light arrays cache
  71. _direction = new THREE.Vector3(),
  72. _lightsNeedUpdate = true,
  73. _lights = {
  74. ambient: [ 0, 0, 0 ],
  75. directional: { length: 0, colors: [], positions: [] },
  76. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  77. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  78. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  79. },
  80. // info
  81. _infoMemory = {
  82. geometries: 0,
  83. textures: 0
  84. },
  85. _infoRender = {
  86. calls: 0,
  87. vertices: 0,
  88. faces: 0,
  89. points: 0
  90. };
  91. this.info = {
  92. render: _infoRender,
  93. memory: _infoMemory,
  94. programs: null
  95. };
  96. // initialize
  97. var _gl;
  98. try {
  99. var attributes = {
  100. alpha: _alpha,
  101. depth: _depth,
  102. stencil: _stencil,
  103. antialias: _antialias,
  104. premultipliedAlpha: _premultipliedAlpha,
  105. preserveDrawingBuffer: _preserveDrawingBuffer
  106. };
  107. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  108. if ( _gl === null ) {
  109. if ( _canvas.getContext( 'webgl' ) !== null ) {
  110. throw 'Error creating WebGL context with your selected attributes.';
  111. } else {
  112. throw 'Error creating WebGL context.';
  113. }
  114. }
  115. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  116. } catch ( error ) {
  117. console.error( 'THREE.WebGLRenderer: ' + error );
  118. }
  119. var extensions = new THREE.WebGLExtensions( _gl );
  120. extensions.get( 'OES_texture_float' );
  121. extensions.get( 'OES_texture_float_linear' );
  122. extensions.get( 'OES_texture_half_float' );
  123. extensions.get( 'OES_texture_half_float_linear' );
  124. extensions.get( 'OES_standard_derivatives' );
  125. extensions.get( 'ANGLE_instanced_arrays' );
  126. if ( extensions.get( 'OES_element_index_uint' ) ) {
  127. THREE.BufferGeometry.MaxIndex = 4294967296;
  128. }
  129. var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
  130. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  131. var properties = new THREE.WebGLProperties();
  132. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  133. var programCache = new THREE.WebGLPrograms( this, capabilities );
  134. this.info.programs = programCache.programs;
  135. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  136. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  137. //
  138. function glClearColor( r, g, b, a ) {
  139. if ( _premultipliedAlpha === true ) {
  140. r *= a; g *= a; b *= a;
  141. }
  142. _gl.clearColor( r, g, b, a );
  143. }
  144. function setDefaultGLState() {
  145. state.init();
  146. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  147. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  148. }
  149. function resetGLState() {
  150. _currentProgram = null;
  151. _currentCamera = null;
  152. _currentGeometryProgram = '';
  153. _currentMaterialId = - 1;
  154. _lightsNeedUpdate = true;
  155. state.reset();
  156. }
  157. setDefaultGLState();
  158. this.context = _gl;
  159. this.capabilities = capabilities;
  160. this.extensions = extensions;
  161. this.state = state;
  162. // shadow map
  163. var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
  164. this.shadowMap = shadowMap;
  165. // Plugins
  166. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  167. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  168. // API
  169. this.getContext = function () {
  170. return _gl;
  171. };
  172. this.getContextAttributes = function () {
  173. return _gl.getContextAttributes();
  174. };
  175. this.forceContextLoss = function () {
  176. extensions.get( 'WEBGL_lose_context' ).loseContext();
  177. };
  178. this.getMaxAnisotropy = ( function () {
  179. var value;
  180. return function getMaxAnisotropy() {
  181. if ( value !== undefined ) return value;
  182. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  183. if ( extension !== null ) {
  184. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  185. } else {
  186. value = 0;
  187. }
  188. return value;
  189. }
  190. } )();
  191. this.getPrecision = function () {
  192. return capabilities.precision;
  193. };
  194. this.getPixelRatio = function () {
  195. return pixelRatio;
  196. };
  197. this.setPixelRatio = function ( value ) {
  198. if ( value !== undefined ) pixelRatio = value;
  199. };
  200. this.getSize = function () {
  201. return {
  202. width: _width,
  203. height: _height
  204. };
  205. };
  206. this.setSize = function ( width, height, updateStyle ) {
  207. _width = width;
  208. _height = height;
  209. _canvas.width = width * pixelRatio;
  210. _canvas.height = height * pixelRatio;
  211. if ( updateStyle !== false ) {
  212. _canvas.style.width = width + 'px';
  213. _canvas.style.height = height + 'px';
  214. }
  215. this.setViewport( 0, 0, width, height );
  216. };
  217. this.setViewport = function ( x, y, width, height ) {
  218. _viewportX = x * pixelRatio;
  219. _viewportY = y * pixelRatio;
  220. _viewportWidth = width * pixelRatio;
  221. _viewportHeight = height * pixelRatio;
  222. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  223. };
  224. this.setScissor = function ( x, y, width, height ) {
  225. _gl.scissor(
  226. x * pixelRatio,
  227. y * pixelRatio,
  228. width * pixelRatio,
  229. height * pixelRatio
  230. );
  231. };
  232. this.enableScissorTest = function ( boolean ) {
  233. state.setScissorTest( boolean );
  234. };
  235. // Clearing
  236. this.getClearColor = function () {
  237. return _clearColor;
  238. };
  239. this.setClearColor = function ( color, alpha ) {
  240. _clearColor.set( color );
  241. _clearAlpha = alpha !== undefined ? alpha : 1;
  242. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  243. };
  244. this.getClearAlpha = function () {
  245. return _clearAlpha;
  246. };
  247. this.setClearAlpha = function ( alpha ) {
  248. _clearAlpha = alpha;
  249. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  250. };
  251. this.clear = function ( color, depth, stencil ) {
  252. var bits = 0;
  253. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  254. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  255. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  256. _gl.clear( bits );
  257. };
  258. this.clearColor = function () {
  259. _gl.clear( _gl.COLOR_BUFFER_BIT );
  260. };
  261. this.clearDepth = function () {
  262. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  263. };
  264. this.clearStencil = function () {
  265. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  266. };
  267. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  268. this.setRenderTarget( renderTarget );
  269. this.clear( color, depth, stencil );
  270. };
  271. // Reset
  272. this.resetGLState = resetGLState;
  273. this.dispose = function() {
  274. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  275. };
  276. // Events
  277. function onContextLost( event ) {
  278. event.preventDefault();
  279. resetGLState();
  280. setDefaultGLState();
  281. properties.clear();
  282. };
  283. function onTextureDispose( event ) {
  284. var texture = event.target;
  285. texture.removeEventListener( 'dispose', onTextureDispose );
  286. deallocateTexture( texture );
  287. _infoMemory.textures --;
  288. }
  289. function onRenderTargetDispose( event ) {
  290. var renderTarget = event.target;
  291. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  292. deallocateRenderTarget( renderTarget );
  293. _infoMemory.textures --;
  294. }
  295. function onMaterialDispose( event ) {
  296. var material = event.target;
  297. material.removeEventListener( 'dispose', onMaterialDispose );
  298. deallocateMaterial( material );
  299. }
  300. // Buffer deallocation
  301. function deallocateTexture( texture ) {
  302. var textureProperties = properties.get( texture );
  303. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  304. // cube texture
  305. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  306. } else {
  307. // 2D texture
  308. if ( textureProperties.__webglInit === undefined ) return;
  309. _gl.deleteTexture( textureProperties.__webglTexture );
  310. }
  311. // remove all webgl properties
  312. properties.delete( texture );
  313. }
  314. function deallocateRenderTarget( renderTarget ) {
  315. var renderTargetProperties = properties.get( renderTarget );
  316. if ( ! renderTarget || renderTargetProperties.__webglTexture === undefined ) return;
  317. _gl.deleteTexture( renderTargetProperties.__webglTexture );
  318. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  319. for ( var i = 0; i < 6; i ++ ) {
  320. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  321. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  322. }
  323. } else {
  324. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  325. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  326. }
  327. properties.delete( renderTarget );
  328. }
  329. function deallocateMaterial( material ) {
  330. releaseMaterialProgramReference( material );
  331. properties.delete( material );
  332. }
  333. function releaseMaterialProgramReference( material ) {
  334. var programInfo = properties.get( material ).program;
  335. material.program = undefined;
  336. if ( programInfo !== undefined ) {
  337. programCache.releaseProgram( programInfo );
  338. }
  339. }
  340. // Buffer rendering
  341. this.renderBufferImmediate = function ( object, program, material ) {
  342. state.initAttributes();
  343. var buffers = properties.get( object );
  344. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  345. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  346. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  347. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  348. var attributes = program.getAttributes();
  349. if ( object.hasPositions ) {
  350. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  351. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  352. state.enableAttribute( attributes.position );
  353. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  354. }
  355. if ( object.hasNormals ) {
  356. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  357. if ( material.type !== 'MeshPhongMaterial' && material.shading === THREE.FlatShading ) {
  358. for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  359. var array = object.normalArray;
  360. var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  361. var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  362. var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  363. array[ i + 0 ] = nx;
  364. array[ i + 1 ] = ny;
  365. array[ i + 2 ] = nz;
  366. array[ i + 3 ] = nx;
  367. array[ i + 4 ] = ny;
  368. array[ i + 5 ] = nz;
  369. array[ i + 6 ] = nx;
  370. array[ i + 7 ] = ny;
  371. array[ i + 8 ] = nz;
  372. }
  373. }
  374. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  375. state.enableAttribute( attributes.normal );
  376. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  377. }
  378. if ( object.hasUvs && material.map ) {
  379. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  380. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  381. state.enableAttribute( attributes.uv );
  382. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  383. }
  384. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  385. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  386. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  387. state.enableAttribute( attributes.color );
  388. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  389. }
  390. state.disableUnusedAttributes();
  391. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  392. object.count = 0;
  393. };
  394. this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object, group ) {
  395. setMaterial( material );
  396. var program = setProgram( camera, lights, fog, material, object );
  397. var updateBuffers = false;
  398. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  399. if ( geometryProgram !== _currentGeometryProgram ) {
  400. _currentGeometryProgram = geometryProgram;
  401. updateBuffers = true;
  402. }
  403. // morph targets
  404. var morphTargetInfluences = object.morphTargetInfluences;
  405. if ( morphTargetInfluences !== undefined ) {
  406. var activeInfluences = [];
  407. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  408. var influence = morphTargetInfluences[ i ];
  409. activeInfluences.push( [ influence, i ] );
  410. }
  411. activeInfluences.sort( numericalSort );
  412. if ( activeInfluences.length > 8 ) {
  413. activeInfluences.length = 8;
  414. }
  415. var morphAttributes = geometry.morphAttributes;
  416. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  417. var influence = activeInfluences[ i ];
  418. morphInfluences[ i ] = influence[ 0 ];
  419. if ( influence[ 0 ] !== 0 ) {
  420. var index = influence[ 1 ];
  421. if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  422. if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  423. } else {
  424. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  425. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  426. }
  427. }
  428. var uniforms = program.getUniforms();
  429. if ( uniforms.morphTargetInfluences !== null ) {
  430. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  431. }
  432. updateBuffers = true;
  433. }
  434. //
  435. var index = geometry.index;
  436. var position = geometry.attributes.position;
  437. if ( material.wireframe === true ) {
  438. index = objects.getWireframeAttribute( geometry );
  439. }
  440. var renderer;
  441. if ( index !== null ) {
  442. renderer = indexedBufferRenderer;
  443. renderer.setIndex( index );
  444. } else {
  445. renderer = bufferRenderer;
  446. }
  447. if ( updateBuffers ) {
  448. setupVertexAttributes( material, program, geometry );
  449. if ( index !== null ) {
  450. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  451. }
  452. }
  453. if ( group === null ) {
  454. var count;
  455. if ( index !== null ) {
  456. count = index.count;
  457. } else if ( position instanceof THREE.InterleavedBufferAttribute ) {
  458. count = position.data.array.length / 3;
  459. } else {
  460. count = position.count;
  461. }
  462. var drawRange = geometry.drawRange;
  463. group = {
  464. start: drawRange.start,
  465. count: Math.min( drawRange.count, count )
  466. };
  467. }
  468. if ( object instanceof THREE.Mesh ) {
  469. if ( material.wireframe === true ) {
  470. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  471. renderer.setMode( _gl.LINES );
  472. } else {
  473. renderer.setMode( _gl.TRIANGLES );
  474. }
  475. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  476. renderer.renderInstances( geometry );
  477. } else {
  478. renderer.render( group.start, group.count );
  479. }
  480. } else if ( object instanceof THREE.Line ) {
  481. var lineWidth = material.linewidth;
  482. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  483. state.setLineWidth( lineWidth * pixelRatio );
  484. if ( object instanceof THREE.LineSegments ) {
  485. renderer.setMode( _gl.LINES );
  486. } else {
  487. renderer.setMode( _gl.LINE_STRIP );
  488. }
  489. renderer.render( group.start, group.count );
  490. } else if ( object instanceof THREE.Points ) {
  491. renderer.setMode( _gl.POINTS );
  492. renderer.render( group.start, group.count );
  493. }
  494. };
  495. function setupVertexAttributes( material, program, geometry, startIndex ) {
  496. var extension;
  497. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  498. extension = extensions.get( 'ANGLE_instanced_arrays' );
  499. if ( extension === null ) {
  500. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  501. return;
  502. }
  503. }
  504. if ( startIndex === undefined ) startIndex = 0;
  505. state.initAttributes();
  506. var geometryAttributes = geometry.attributes;
  507. var programAttributes = program.getAttributes();
  508. var materialDefaultAttributeValues = material.defaultAttributeValues;
  509. for ( var name in programAttributes ) {
  510. var programAttribute = programAttributes[ name ];
  511. if ( programAttribute >= 0 ) {
  512. var geometryAttribute = geometryAttributes[ name ];
  513. if ( geometryAttribute !== undefined ) {
  514. state.enableAttribute( programAttribute );
  515. var size = geometryAttribute.itemSize;
  516. var buffer = objects.getAttributeBuffer( geometryAttribute );
  517. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  518. var data = geometryAttribute.data;
  519. var stride = data.stride;
  520. var offset = geometryAttribute.offset;
  521. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  522. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  523. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  524. if ( extension === null ) {
  525. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  526. return;
  527. }
  528. extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
  529. if ( geometry.maxInstancedCount === undefined ) {
  530. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  531. }
  532. }
  533. } else {
  534. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  535. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  536. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  537. if ( extension === null ) {
  538. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  539. return;
  540. }
  541. extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
  542. if ( geometry.maxInstancedCount === undefined ) {
  543. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  544. }
  545. }
  546. }
  547. } else if ( materialDefaultAttributeValues !== undefined ) {
  548. var value = materialDefaultAttributeValues[ name ];
  549. if ( value !== undefined ) {
  550. switch ( value.length ) {
  551. case 2:
  552. _gl.vertexAttrib2fv( programAttribute, value );
  553. break;
  554. case 3:
  555. _gl.vertexAttrib3fv( programAttribute, value );
  556. break;
  557. case 4:
  558. _gl.vertexAttrib4fv( programAttribute, value );
  559. break;
  560. default:
  561. _gl.vertexAttrib1fv( programAttribute, value );
  562. }
  563. }
  564. }
  565. }
  566. }
  567. state.disableUnusedAttributes();
  568. }
  569. // Sorting
  570. function numericalSort ( a, b ) {
  571. return b[ 0 ] - a[ 0 ];
  572. }
  573. function painterSortStable ( a, b ) {
  574. if ( a.object.renderOrder !== b.object.renderOrder ) {
  575. return a.object.renderOrder - b.object.renderOrder;
  576. } else if ( a.material.id !== b.material.id ) {
  577. return a.material.id - b.material.id;
  578. } else if ( a.z !== b.z ) {
  579. return a.z - b.z;
  580. } else {
  581. return a.id - b.id;
  582. }
  583. }
  584. function reversePainterSortStable ( a, b ) {
  585. if ( a.object.renderOrder !== b.object.renderOrder ) {
  586. return a.object.renderOrder - b.object.renderOrder;
  587. } if ( a.z !== b.z ) {
  588. return b.z - a.z;
  589. } else {
  590. return a.id - b.id;
  591. }
  592. }
  593. // Rendering
  594. this.render = function ( scene, camera, renderTarget, forceClear ) {
  595. if ( camera instanceof THREE.Camera === false ) {
  596. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  597. return;
  598. }
  599. var fog = scene.fog;
  600. // reset caching for this frame
  601. _currentGeometryProgram = '';
  602. _currentMaterialId = - 1;
  603. _currentCamera = null;
  604. _lightsNeedUpdate = true;
  605. // update scene graph
  606. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  607. // update camera matrices and frustum
  608. if ( camera.parent === null ) camera.updateMatrixWorld();
  609. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  610. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  611. _frustum.setFromMatrix( _projScreenMatrix );
  612. lights.length = 0;
  613. opaqueObjectsLastIndex = -1;
  614. transparentObjectsLastIndex = -1;
  615. sprites.length = 0;
  616. lensFlares.length = 0;
  617. projectObject( scene );
  618. opaqueObjects.length = opaqueObjectsLastIndex + 1;
  619. transparentObjects.length = transparentObjectsLastIndex + 1;
  620. if ( _this.sortObjects === true ) {
  621. opaqueObjects.sort( painterSortStable );
  622. transparentObjects.sort( reversePainterSortStable );
  623. }
  624. //
  625. shadowMap.render( scene, camera );
  626. //
  627. _infoRender.calls = 0;
  628. _infoRender.vertices = 0;
  629. _infoRender.faces = 0;
  630. _infoRender.points = 0;
  631. this.setRenderTarget( renderTarget );
  632. if ( this.autoClear || forceClear ) {
  633. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  634. }
  635. //
  636. if ( scene.overrideMaterial ) {
  637. var overrideMaterial = scene.overrideMaterial;
  638. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  639. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  640. } else {
  641. // opaque pass (front-to-back order)
  642. state.setBlending( THREE.NoBlending );
  643. renderObjects( opaqueObjects, camera, lights, fog );
  644. // transparent pass (back-to-front order)
  645. renderObjects( transparentObjects, camera, lights, fog );
  646. }
  647. // custom render plugins (post pass)
  648. spritePlugin.render( scene, camera );
  649. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  650. // Generate mipmap if we're using any kind of mipmap filtering
  651. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  652. updateRenderTargetMipmap( renderTarget );
  653. }
  654. // Ensure depth buffer writing is enabled so it can be cleared on next render
  655. state.setDepthTest( true );
  656. state.setDepthWrite( true );
  657. state.setColorWrite( true );
  658. // _gl.finish();
  659. };
  660. function pushRenderItem( object, geometry, material, z, group ) {
  661. var array, index;
  662. // allocate the next position in the appropriate array
  663. if ( material.transparent ) {
  664. array = transparentObjects;
  665. index = ++ transparentObjectsLastIndex;
  666. } else {
  667. array = opaqueObjects;
  668. index = ++ opaqueObjectsLastIndex;
  669. }
  670. // recycle existing render item or grow the array
  671. var renderItem = array[ index ];
  672. if ( renderItem !== undefined ) {
  673. renderItem.id = object.id;
  674. renderItem.object = object;
  675. renderItem.geometry = geometry;
  676. renderItem.material = material;
  677. renderItem.z = _vector3.z;
  678. renderItem.group = group;
  679. } else {
  680. renderItem = {
  681. id: object.id,
  682. object: object,
  683. geometry: geometry,
  684. material: material,
  685. z: _vector3.z,
  686. group: group
  687. };
  688. // assert( index === array.length );
  689. array.push( renderItem );
  690. }
  691. }
  692. function projectObject( object ) {
  693. if ( object.visible === false ) return;
  694. if ( object instanceof THREE.Light ) {
  695. lights.push( object );
  696. } else if ( object instanceof THREE.Sprite ) {
  697. sprites.push( object );
  698. } else if ( object instanceof THREE.LensFlare ) {
  699. lensFlares.push( object );
  700. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  701. if ( _this.sortObjects === true ) {
  702. _vector3.setFromMatrixPosition( object.matrixWorld );
  703. _vector3.applyProjection( _projScreenMatrix );
  704. }
  705. pushRenderItem( object, null, object.material, _vector3.z, null );
  706. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  707. if ( object instanceof THREE.SkinnedMesh ) {
  708. object.skeleton.update();
  709. }
  710. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  711. var material = object.material;
  712. if ( material.visible === true ) {
  713. if ( _this.sortObjects === true ) {
  714. _vector3.setFromMatrixPosition( object.matrixWorld );
  715. _vector3.applyProjection( _projScreenMatrix );
  716. }
  717. var geometry = objects.update( object );
  718. if ( material instanceof THREE.MeshFaceMaterial ) {
  719. var groups = geometry.groups;
  720. var materials = material.materials;
  721. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  722. var group = groups[ i ];
  723. var groupMaterial = materials[ group.materialIndex ];
  724. if ( groupMaterial.visible === true ) {
  725. pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  726. }
  727. }
  728. } else {
  729. pushRenderItem( object, geometry, material, _vector3.z, null );
  730. }
  731. }
  732. }
  733. }
  734. var children = object.children;
  735. for ( var i = 0, l = children.length; i < l; i ++ ) {
  736. projectObject( children[ i ] );
  737. }
  738. }
  739. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  740. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  741. var renderItem = renderList[ i ];
  742. var object = renderItem.object;
  743. var geometry = renderItem.geometry;
  744. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  745. var group = renderItem.group;
  746. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  747. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  748. if ( object instanceof THREE.ImmediateRenderObject ) {
  749. setMaterial( material );
  750. var program = setProgram( camera, lights, fog, material, object );
  751. _currentGeometryProgram = '';
  752. object.render( function ( object ) {
  753. _this.renderBufferImmediate( object, program, material );
  754. } );
  755. } else {
  756. _this.renderBufferDirect( camera, lights, fog, geometry, material, object, group );
  757. }
  758. }
  759. }
  760. function initMaterial( material, lights, fog, object ) {
  761. var materialProperties = properties.get( material );
  762. var parameters = programCache.getParameters( material, lights, fog, object );
  763. var code = programCache.getProgramCode( material, parameters );
  764. var program = materialProperties.program;
  765. var programChange = true;
  766. if ( program === undefined ) {
  767. // new material
  768. material.addEventListener( 'dispose', onMaterialDispose );
  769. } else if ( program.code !== code ) {
  770. // changed glsl or parameters
  771. releaseMaterialProgramReference( material );
  772. } else if ( parameters.shaderID !== undefined ) {
  773. // same glsl and uniform list
  774. return;
  775. } else {
  776. // only rebuild uniform list
  777. programChange = false;
  778. }
  779. if ( programChange ) {
  780. if ( parameters.shaderID ) {
  781. var shader = THREE.ShaderLib[ parameters.shaderID ];
  782. materialProperties.__webglShader = {
  783. name: material.type,
  784. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  785. vertexShader: shader.vertexShader,
  786. fragmentShader: shader.fragmentShader
  787. };
  788. } else {
  789. materialProperties.__webglShader = {
  790. name: material.type,
  791. uniforms: material.uniforms,
  792. vertexShader: material.vertexShader,
  793. fragmentShader: material.fragmentShader
  794. };
  795. }
  796. material.__webglShader = materialProperties.__webglShader;
  797. program = programCache.acquireProgram( material, parameters, code );
  798. materialProperties.program = program;
  799. material.program = program;
  800. }
  801. var attributes = program.getAttributes();
  802. if ( material.morphTargets ) {
  803. material.numSupportedMorphTargets = 0;
  804. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  805. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  806. material.numSupportedMorphTargets ++;
  807. }
  808. }
  809. }
  810. if ( material.morphNormals ) {
  811. material.numSupportedMorphNormals = 0;
  812. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  813. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  814. material.numSupportedMorphNormals ++;
  815. }
  816. }
  817. }
  818. materialProperties.uniformsList = [];
  819. var uniformLocations = materialProperties.program.getUniforms();
  820. for ( var u in materialProperties.__webglShader.uniforms ) {
  821. var location = uniformLocations[ u ];
  822. if ( location ) {
  823. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  824. }
  825. }
  826. }
  827. function setMaterial( material ) {
  828. setMaterialFaces( material );
  829. if ( material.transparent === true ) {
  830. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  831. } else {
  832. state.setBlending( THREE.NoBlending );
  833. }
  834. state.setDepthFunc( material.depthFunc );
  835. state.setDepthTest( material.depthTest );
  836. state.setDepthWrite( material.depthWrite );
  837. state.setColorWrite( material.colorWrite );
  838. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  839. }
  840. function setMaterialFaces( material ) {
  841. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  842. state.setFlipSided( material.side === THREE.BackSide );
  843. }
  844. function setProgram( camera, lights, fog, material, object ) {
  845. _usedTextureUnits = 0;
  846. var materialProperties = properties.get( material );
  847. if ( material.needsUpdate || ! materialProperties.program ) {
  848. initMaterial( material, lights, fog, object );
  849. material.needsUpdate = false;
  850. }
  851. var refreshProgram = false;
  852. var refreshMaterial = false;
  853. var refreshLights = false;
  854. var program = materialProperties.program,
  855. p_uniforms = program.getUniforms(),
  856. m_uniforms = materialProperties.__webglShader.uniforms;
  857. if ( program.id !== _currentProgram ) {
  858. _gl.useProgram( program.program );
  859. _currentProgram = program.id;
  860. refreshProgram = true;
  861. refreshMaterial = true;
  862. refreshLights = true;
  863. }
  864. if ( material.id !== _currentMaterialId ) {
  865. if ( _currentMaterialId === - 1 ) refreshLights = true;
  866. _currentMaterialId = material.id;
  867. refreshMaterial = true;
  868. }
  869. if ( refreshProgram || camera !== _currentCamera ) {
  870. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  871. if ( capabilities.logarithmicDepthBuffer ) {
  872. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  873. }
  874. if ( camera !== _currentCamera ) _currentCamera = camera;
  875. // load material specific uniforms
  876. // (shader material also gets them for the sake of genericity)
  877. if ( material instanceof THREE.ShaderMaterial ||
  878. material instanceof THREE.MeshPhongMaterial ||
  879. material.envMap ) {
  880. if ( p_uniforms.cameraPosition !== undefined ) {
  881. _vector3.setFromMatrixPosition( camera.matrixWorld );
  882. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  883. }
  884. }
  885. if ( material instanceof THREE.MeshPhongMaterial ||
  886. material instanceof THREE.MeshLambertMaterial ||
  887. material instanceof THREE.MeshBasicMaterial ||
  888. material instanceof THREE.ShaderMaterial ||
  889. material.skinning ) {
  890. if ( p_uniforms.viewMatrix !== undefined ) {
  891. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  892. }
  893. }
  894. }
  895. // skinning uniforms must be set even if material didn't change
  896. // auto-setting of texture unit for bone texture must go before other textures
  897. // not sure why, but otherwise weird things happen
  898. if ( material.skinning ) {
  899. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  900. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  901. }
  902. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  903. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  904. }
  905. if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  906. if ( p_uniforms.boneTexture !== undefined ) {
  907. var textureUnit = getTextureUnit();
  908. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  909. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  910. }
  911. if ( p_uniforms.boneTextureWidth !== undefined ) {
  912. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  913. }
  914. if ( p_uniforms.boneTextureHeight !== undefined ) {
  915. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  916. }
  917. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  918. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  919. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  920. }
  921. }
  922. }
  923. if ( refreshMaterial ) {
  924. // refresh uniforms common to several materials
  925. if ( fog && material.fog ) {
  926. refreshUniformsFog( m_uniforms, fog );
  927. }
  928. if ( material instanceof THREE.MeshPhongMaterial ||
  929. material instanceof THREE.MeshLambertMaterial ||
  930. material.lights ) {
  931. if ( _lightsNeedUpdate ) {
  932. refreshLights = true;
  933. setupLights( lights, camera );
  934. _lightsNeedUpdate = false;
  935. }
  936. if ( refreshLights ) {
  937. refreshUniformsLights( m_uniforms, _lights );
  938. markUniformsLightsNeedsUpdate( m_uniforms, true );
  939. } else {
  940. markUniformsLightsNeedsUpdate( m_uniforms, false );
  941. }
  942. }
  943. if ( material instanceof THREE.MeshBasicMaterial ||
  944. material instanceof THREE.MeshLambertMaterial ||
  945. material instanceof THREE.MeshPhongMaterial ) {
  946. refreshUniformsCommon( m_uniforms, material );
  947. }
  948. // refresh single material specific uniforms
  949. if ( material instanceof THREE.LineBasicMaterial ) {
  950. refreshUniformsLine( m_uniforms, material );
  951. } else if ( material instanceof THREE.LineDashedMaterial ) {
  952. refreshUniformsLine( m_uniforms, material );
  953. refreshUniformsDash( m_uniforms, material );
  954. } else if ( material instanceof THREE.PointsMaterial ) {
  955. refreshUniformsParticle( m_uniforms, material );
  956. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  957. refreshUniformsPhong( m_uniforms, material );
  958. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  959. m_uniforms.mNear.value = camera.near;
  960. m_uniforms.mFar.value = camera.far;
  961. m_uniforms.opacity.value = material.opacity;
  962. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  963. m_uniforms.opacity.value = material.opacity;
  964. }
  965. if ( object.receiveShadow && ! material._shadowPass ) {
  966. refreshUniformsShadow( m_uniforms, lights );
  967. }
  968. // load common uniforms
  969. loadUniformsGeneric( materialProperties.uniformsList );
  970. }
  971. loadUniformsMatrices( p_uniforms, object );
  972. if ( p_uniforms.modelMatrix !== undefined ) {
  973. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  974. }
  975. return program;
  976. }
  977. // Uniforms (refresh uniforms objects)
  978. function refreshUniformsCommon ( uniforms, material ) {
  979. uniforms.opacity.value = material.opacity;
  980. uniforms.diffuse.value = material.color;
  981. if ( material.emissive ) {
  982. uniforms.emissive.value = material.emissive;
  983. }
  984. uniforms.map.value = material.map;
  985. uniforms.specularMap.value = material.specularMap;
  986. uniforms.alphaMap.value = material.alphaMap;
  987. if ( material.aoMap ) {
  988. uniforms.aoMap.value = material.aoMap;
  989. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  990. }
  991. // uv repeat and offset setting priorities
  992. // 1. color map
  993. // 2. specular map
  994. // 3. normal map
  995. // 4. bump map
  996. // 5. alpha map
  997. // 6. emissive map
  998. var uvScaleMap;
  999. if ( material.map ) {
  1000. uvScaleMap = material.map;
  1001. } else if ( material.specularMap ) {
  1002. uvScaleMap = material.specularMap;
  1003. } else if ( material.displacementMap ) {
  1004. uvScaleMap = material.displacementMap;
  1005. } else if ( material.normalMap ) {
  1006. uvScaleMap = material.normalMap;
  1007. } else if ( material.bumpMap ) {
  1008. uvScaleMap = material.bumpMap;
  1009. } else if ( material.alphaMap ) {
  1010. uvScaleMap = material.alphaMap;
  1011. } else if ( material.emissiveMap ) {
  1012. uvScaleMap = material.emissiveMap;
  1013. }
  1014. if ( uvScaleMap !== undefined ) {
  1015. var offset = uvScaleMap.offset;
  1016. var repeat = uvScaleMap.repeat;
  1017. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1018. }
  1019. uniforms.envMap.value = material.envMap;
  1020. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1021. uniforms.reflectivity.value = material.reflectivity;
  1022. uniforms.refractionRatio.value = material.refractionRatio;
  1023. }
  1024. function refreshUniformsLine ( uniforms, material ) {
  1025. uniforms.diffuse.value = material.color;
  1026. uniforms.opacity.value = material.opacity;
  1027. }
  1028. function refreshUniformsDash ( uniforms, material ) {
  1029. uniforms.dashSize.value = material.dashSize;
  1030. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1031. uniforms.scale.value = material.scale;
  1032. }
  1033. function refreshUniformsParticle ( uniforms, material ) {
  1034. uniforms.psColor.value = material.color;
  1035. uniforms.opacity.value = material.opacity;
  1036. uniforms.size.value = material.size;
  1037. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1038. uniforms.map.value = material.map;
  1039. if ( material.map !== null ) {
  1040. var offset = material.map.offset;
  1041. var repeat = material.map.repeat;
  1042. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1043. }
  1044. }
  1045. function refreshUniformsFog ( uniforms, fog ) {
  1046. uniforms.fogColor.value = fog.color;
  1047. if ( fog instanceof THREE.Fog ) {
  1048. uniforms.fogNear.value = fog.near;
  1049. uniforms.fogFar.value = fog.far;
  1050. } else if ( fog instanceof THREE.FogExp2 ) {
  1051. uniforms.fogDensity.value = fog.density;
  1052. }
  1053. }
  1054. function refreshUniformsPhong ( uniforms, material ) {
  1055. uniforms.specular.value = material.specular;
  1056. uniforms.shininess.value = material.shininess;
  1057. if ( material.lightMap ) {
  1058. uniforms.lightMap.value = material.lightMap;
  1059. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1060. }
  1061. if ( material.emissiveMap ) {
  1062. uniforms.emissiveMap.value = material.emissiveMap;
  1063. }
  1064. if ( material.bumpMap ) {
  1065. uniforms.bumpMap.value = material.bumpMap;
  1066. uniforms.bumpScale.value = material.bumpScale;
  1067. }
  1068. if ( material.normalMap ) {
  1069. uniforms.normalMap.value = material.normalMap;
  1070. uniforms.normalScale.value.copy( material.normalScale );
  1071. }
  1072. if ( material.displacementMap ) {
  1073. uniforms.displacementMap.value = material.displacementMap;
  1074. uniforms.displacementScale.value = material.displacementScale;
  1075. uniforms.displacementBias.value = material.displacementBias;
  1076. }
  1077. }
  1078. function refreshUniformsLights ( uniforms, lights ) {
  1079. uniforms.ambientLightColor.value = lights.ambient;
  1080. uniforms.directionalLights.value = lights.directional;
  1081. uniforms.pointLights.value = lights.point;
  1082. uniforms.spotLights.value = lights.spot;
  1083. uniforms.hemisphereLights.value = lights.hemi;
  1084. }
  1085. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1086. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1087. uniforms.ambientLightColor.needsUpdate = value;
  1088. uniforms.directionalLights.needsUpdate = value;
  1089. uniforms.pointLights.needsUpdate = value;
  1090. uniforms.spotLights.needsUpdate = value;
  1091. uniforms.hemisphereLights.needsUpdate = value;
  1092. }
  1093. function refreshUniformsShadow ( uniforms, lights ) {
  1094. if ( uniforms.shadowMatrix ) {
  1095. var j = 0;
  1096. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1097. var light = lights[ i ];
  1098. if ( ! light.castShadow ) continue;
  1099. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight ) ) {
  1100. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1101. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1102. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1103. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1104. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1105. j ++;
  1106. }
  1107. }
  1108. }
  1109. }
  1110. // Uniforms (load to GPU)
  1111. function loadUniformsMatrices ( uniforms, object ) {
  1112. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1113. if ( uniforms.normalMatrix ) {
  1114. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1115. }
  1116. }
  1117. function getTextureUnit() {
  1118. var textureUnit = _usedTextureUnits;
  1119. if ( textureUnit >= capabilities.maxTextures ) {
  1120. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  1121. }
  1122. _usedTextureUnits += 1;
  1123. return textureUnit;
  1124. }
  1125. function loadUniformsGeneric ( uniforms ) {
  1126. var texture, textureUnit;
  1127. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1128. var uniform = uniforms[ j ][ 0 ];
  1129. // needsUpdate property is not added to all uniforms.
  1130. if ( uniform.needsUpdate === false ) continue;
  1131. var type = uniform.type;
  1132. var value = uniform.value;
  1133. var location = uniforms[ j ][ 1 ];
  1134. switch ( type ) {
  1135. case '1i':
  1136. _gl.uniform1i( location, value );
  1137. break;
  1138. case '1f':
  1139. _gl.uniform1f( location, value );
  1140. break;
  1141. case '2f':
  1142. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1143. break;
  1144. case '3f':
  1145. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1146. break;
  1147. case '4f':
  1148. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1149. break;
  1150. case '1iv':
  1151. _gl.uniform1iv( location, value );
  1152. break;
  1153. case '3iv':
  1154. _gl.uniform3iv( location, value );
  1155. break;
  1156. case '1fv':
  1157. _gl.uniform1fv( location, value );
  1158. break;
  1159. case '2fv':
  1160. _gl.uniform2fv( location, value );
  1161. break;
  1162. case '3fv':
  1163. _gl.uniform3fv( location, value );
  1164. break;
  1165. case '4fv':
  1166. _gl.uniform4fv( location, value );
  1167. break;
  1168. case 'Matrix3fv':
  1169. _gl.uniformMatrix3fv( location, false, value );
  1170. break;
  1171. case 'Matrix4fv':
  1172. _gl.uniformMatrix4fv( location, false, value );
  1173. break;
  1174. //
  1175. case 'i':
  1176. // single integer
  1177. _gl.uniform1i( location, value );
  1178. break;
  1179. case 'f':
  1180. // single float
  1181. _gl.uniform1f( location, value );
  1182. break;
  1183. case 'v2':
  1184. // single THREE.Vector2
  1185. _gl.uniform2f( location, value.x, value.y );
  1186. break;
  1187. case 'v3':
  1188. // single THREE.Vector3
  1189. _gl.uniform3f( location, value.x, value.y, value.z );
  1190. break;
  1191. case 'v4':
  1192. // single THREE.Vector4
  1193. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1194. break;
  1195. case 'c':
  1196. // single THREE.Color
  1197. _gl.uniform3f( location, value.r, value.g, value.b );
  1198. break;
  1199. case 's':
  1200. // TODO: Optimize this.
  1201. for( var propertyName in uniform.properties ) {
  1202. var property = uniform.properties[ propertyName ];
  1203. var locationProperty = location[ propertyName ];
  1204. var valueProperty = value[ propertyName ];
  1205. switch( property.type ) {
  1206. case 'f':
  1207. _gl.uniform1f( locationProperty, valueProperty );
  1208. break;
  1209. case 'v2':
  1210. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1211. break;
  1212. case 'v3':
  1213. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1214. break;
  1215. case 'v4':
  1216. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1217. break;
  1218. case 'c':
  1219. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1220. break;
  1221. };
  1222. }
  1223. break;
  1224. case 'sa':
  1225. // TODO: Optimize this.
  1226. for( var i = 0; i < value.length; i ++ ) {
  1227. for( var propertyName in uniform.properties ) {
  1228. var property = uniform.properties[ propertyName ];
  1229. var locationProperty = location[ i ][ propertyName ];
  1230. var valueProperty = value[i][ propertyName ];
  1231. switch( property.type ) {
  1232. case 'f':
  1233. _gl.uniform1f( locationProperty, valueProperty );
  1234. break;
  1235. case 'v2':
  1236. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1237. break;
  1238. case 'v3':
  1239. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1240. break;
  1241. case 'v4':
  1242. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1243. break;
  1244. case 'c':
  1245. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1246. break;
  1247. };
  1248. }
  1249. }
  1250. break;
  1251. case 'iv1':
  1252. // flat array of integers (JS or typed array)
  1253. _gl.uniform1iv( location, value );
  1254. break;
  1255. case 'iv':
  1256. // flat array of integers with 3 x N size (JS or typed array)
  1257. _gl.uniform3iv( location, value );
  1258. break;
  1259. case 'fv1':
  1260. // flat array of floats (JS or typed array)
  1261. _gl.uniform1fv( location, value );
  1262. break;
  1263. case 'fv':
  1264. // flat array of floats with 3 x N size (JS or typed array)
  1265. _gl.uniform3fv( location, value );
  1266. break;
  1267. case 'v2v':
  1268. // array of THREE.Vector2
  1269. if ( uniform._array === undefined ) {
  1270. uniform._array = new Float32Array( 2 * value.length );
  1271. }
  1272. for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
  1273. uniform._array[ i2 + 0 ] = value[ i ].x;
  1274. uniform._array[ i2 + 1 ] = value[ i ].y;
  1275. }
  1276. _gl.uniform2fv( location, uniform._array );
  1277. break;
  1278. case 'v3v':
  1279. // array of THREE.Vector3
  1280. if ( uniform._array === undefined ) {
  1281. uniform._array = new Float32Array( 3 * value.length );
  1282. }
  1283. for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
  1284. uniform._array[ i3 + 0 ] = value[ i ].x;
  1285. uniform._array[ i3 + 1 ] = value[ i ].y;
  1286. uniform._array[ i3 + 2 ] = value[ i ].z;
  1287. }
  1288. _gl.uniform3fv( location, uniform._array );
  1289. break;
  1290. case 'v4v':
  1291. // array of THREE.Vector4
  1292. if ( uniform._array === undefined ) {
  1293. uniform._array = new Float32Array( 4 * value.length );
  1294. }
  1295. for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
  1296. uniform._array[ i4 + 0 ] = value[ i ].x;
  1297. uniform._array[ i4 + 1 ] = value[ i ].y;
  1298. uniform._array[ i4 + 2 ] = value[ i ].z;
  1299. uniform._array[ i4 + 3 ] = value[ i ].w;
  1300. }
  1301. _gl.uniform4fv( location, uniform._array );
  1302. break;
  1303. case 'm3':
  1304. // single THREE.Matrix3
  1305. _gl.uniformMatrix3fv( location, false, value.elements );
  1306. break;
  1307. case 'm3v':
  1308. // array of THREE.Matrix3
  1309. if ( uniform._array === undefined ) {
  1310. uniform._array = new Float32Array( 9 * value.length );
  1311. }
  1312. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1313. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1314. }
  1315. _gl.uniformMatrix3fv( location, false, uniform._array );
  1316. break;
  1317. case 'm4':
  1318. // single THREE.Matrix4
  1319. _gl.uniformMatrix4fv( location, false, value.elements );
  1320. break;
  1321. case 'm4v':
  1322. // array of THREE.Matrix4
  1323. if ( uniform._array === undefined ) {
  1324. uniform._array = new Float32Array( 16 * value.length );
  1325. }
  1326. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1327. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1328. }
  1329. _gl.uniformMatrix4fv( location, false, uniform._array );
  1330. break;
  1331. case 't':
  1332. // single THREE.Texture (2d or cube)
  1333. texture = value;
  1334. textureUnit = getTextureUnit();
  1335. _gl.uniform1i( location, textureUnit );
  1336. if ( ! texture ) continue;
  1337. if ( texture instanceof THREE.CubeTexture ||
  1338. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1339. // CompressedTexture can have Array in image :/
  1340. setCubeTexture( texture, textureUnit );
  1341. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1342. setCubeTextureDynamic( texture, textureUnit );
  1343. } else {
  1344. _this.setTexture( texture, textureUnit );
  1345. }
  1346. break;
  1347. case 'tv':
  1348. // array of THREE.Texture (2d)
  1349. if ( uniform._array === undefined ) {
  1350. uniform._array = [];
  1351. }
  1352. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1353. uniform._array[ i ] = getTextureUnit();
  1354. }
  1355. _gl.uniform1iv( location, uniform._array );
  1356. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1357. texture = uniform.value[ i ];
  1358. textureUnit = uniform._array[ i ];
  1359. if ( ! texture ) continue;
  1360. _this.setTexture( texture, textureUnit );
  1361. }
  1362. break;
  1363. default:
  1364. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1365. }
  1366. }
  1367. }
  1368. function setupLights ( lights, camera ) {
  1369. var l, ll, light,
  1370. r = 0, g = 0, b = 0,
  1371. color,
  1372. intensity,
  1373. distance,
  1374. zlights = _lights,
  1375. viewMatrix = camera.matrixWorldInverse;
  1376. zlights.directional = [];
  1377. zlights.point = [];
  1378. zlights.spot = [];
  1379. zlights.hemi = [];
  1380. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1381. light = lights[ l ];
  1382. if ( light.onlyShadow ) continue;
  1383. color = light.color;
  1384. intensity = light.intensity;
  1385. distance = light.distance;
  1386. if ( light instanceof THREE.AmbientLight ) {
  1387. if ( ! light.visible ) continue;
  1388. r += color.r;
  1389. g += color.g;
  1390. b += color.b;
  1391. } else if ( light instanceof THREE.DirectionalLight ) {
  1392. if( ! light.__webglUniforms ) {
  1393. light.__webglUniforms = {
  1394. direction: new THREE.Vector3(),
  1395. color: new THREE.Color()
  1396. }
  1397. }
  1398. var lightUniforms = light.__webglUniforms;
  1399. zlights.directional.push( lightUniforms );
  1400. if ( ! light.visible ) {
  1401. lightUniforms.color.setRGB( 0, 0, 0 );
  1402. continue;
  1403. }
  1404. lightUniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1405. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1406. lightUniforms.direction.sub( _vector3 );
  1407. lightUniforms.direction.transformDirection( viewMatrix );
  1408. lightUniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1409. } else if ( light instanceof THREE.PointLight ) {
  1410. if( ! light.__webglUniforms ) {
  1411. light.__webglUniforms = {
  1412. position: new THREE.Vector3(),
  1413. color: new THREE.Color(),
  1414. distance: 0,
  1415. decay: 0
  1416. }
  1417. }
  1418. var lightUniforms = light.__webglUniforms;
  1419. zlights.point.push( lightUniforms );
  1420. if ( ! light.visible ) {
  1421. lightUniforms.color.setRGB( 0, 0, 0 );
  1422. continue;
  1423. }
  1424. lightUniforms.position.setFromMatrixPosition( light.matrixWorld );
  1425. lightUniforms.position.applyMatrix4( viewMatrix );
  1426. lightUniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1427. lightUniforms.distance = light.distance;
  1428. lightUniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1429. } else if ( light instanceof THREE.SpotLight ) {
  1430. if( ! light.__webglUniforms ) {
  1431. light.__webglUniforms = {
  1432. position: new THREE.Vector3(),
  1433. direction: new THREE.Vector3(),
  1434. color: new THREE.Color(),
  1435. distance: 0,
  1436. decay: 0,
  1437. angleCos: 0
  1438. }
  1439. }
  1440. var lightUniforms = light.__webglUniforms;
  1441. zlights.spot.push( lightUniforms );
  1442. if ( ! light.visible ) {
  1443. lightUniforms.color.setRGB( 0, 0, 0 );
  1444. continue;
  1445. }
  1446. lightUniforms.position.setFromMatrixPosition( light.matrixWorld );
  1447. lightUniforms.position.applyMatrix4( viewMatrix );
  1448. lightUniforms.color.copy( color ).multiplyScalar( intensity );
  1449. lightUniforms.distance = distance;
  1450. lightUniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1451. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1452. lightUniforms.direction.sub( _vector3 );
  1453. lightUniforms.direction.transformDirection( viewMatrix );
  1454. lightUniforms.angleCos = Math.cos( light.angle );
  1455. lightUniforms.exponent = light.exponent;
  1456. lightUniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1457. } else if ( light instanceof THREE.HemisphereLight ) {
  1458. if( ! light.__webglUniforms ) {
  1459. light.__webglUniforms = {
  1460. direction: new THREE.Vector3(),
  1461. skyColor: new THREE.Color(),
  1462. groundColor: new THREE.Color()
  1463. }
  1464. }
  1465. var lightUniforms = light.__webglUniforms;
  1466. zlights.hemi.push( lightUniforms );
  1467. if ( ! light.visible ) {
  1468. lightUniforms.skyColor.setRGB( 0, 0, 0 );
  1469. continue;
  1470. }
  1471. lightUniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1472. lightUniforms.direction.transformDirection( viewMatrix );
  1473. lightUniforms.direction.normalize();
  1474. lightUniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  1475. lightUniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  1476. }
  1477. }
  1478. zlights.ambient[ 0 ] = r;
  1479. zlights.ambient[ 1 ] = g;
  1480. zlights.ambient[ 2 ] = b;
  1481. }
  1482. // GL state setting
  1483. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1484. if ( cullFace === THREE.CullFaceNone ) {
  1485. state.disable( _gl.CULL_FACE );
  1486. } else {
  1487. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1488. _gl.frontFace( _gl.CW );
  1489. } else {
  1490. _gl.frontFace( _gl.CCW );
  1491. }
  1492. if ( cullFace === THREE.CullFaceBack ) {
  1493. _gl.cullFace( _gl.BACK );
  1494. } else if ( cullFace === THREE.CullFaceFront ) {
  1495. _gl.cullFace( _gl.FRONT );
  1496. } else {
  1497. _gl.cullFace( _gl.FRONT_AND_BACK );
  1498. }
  1499. state.enable( _gl.CULL_FACE );
  1500. }
  1501. };
  1502. // Textures
  1503. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1504. var extension;
  1505. if ( isImagePowerOfTwo ) {
  1506. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1507. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1508. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1509. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1510. } else {
  1511. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1512. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1513. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1514. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  1515. }
  1516. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1517. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1518. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1519. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  1520. }
  1521. }
  1522. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1523. if ( extension ) {
  1524. if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  1525. if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  1526. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1527. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1528. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1529. }
  1530. }
  1531. }
  1532. function uploadTexture( textureProperties, texture, slot ) {
  1533. if ( textureProperties.__webglInit === undefined ) {
  1534. textureProperties.__webglInit = true;
  1535. texture.__webglInit = true;
  1536. texture.addEventListener( 'dispose', onTextureDispose );
  1537. textureProperties.__webglTexture = _gl.createTexture();
  1538. _infoMemory.textures ++;
  1539. }
  1540. state.activeTexture( _gl.TEXTURE0 + slot );
  1541. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1542. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1543. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1544. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1545. texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  1546. var image = texture.image,
  1547. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1548. glFormat = paramThreeToGL( texture.format ),
  1549. glType = paramThreeToGL( texture.type );
  1550. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1551. var mipmap, mipmaps = texture.mipmaps;
  1552. if ( texture instanceof THREE.DataTexture ) {
  1553. // use manually created mipmaps if available
  1554. // if there are no manual mipmaps
  1555. // set 0 level mipmap and then use GL to generate other mipmap levels
  1556. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1557. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1558. mipmap = mipmaps[ i ];
  1559. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1560. }
  1561. texture.generateMipmaps = false;
  1562. } else {
  1563. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1564. }
  1565. } else if ( texture instanceof THREE.CompressedTexture ) {
  1566. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1567. mipmap = mipmaps[ i ];
  1568. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1569. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1570. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1571. } else {
  1572. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1573. }
  1574. } else {
  1575. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1576. }
  1577. }
  1578. } else {
  1579. // regular Texture (image, video, canvas)
  1580. // use manually created mipmaps if available
  1581. // if there are no manual mipmaps
  1582. // set 0 level mipmap and then use GL to generate other mipmap levels
  1583. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1584. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1585. mipmap = mipmaps[ i ];
  1586. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1587. }
  1588. texture.generateMipmaps = false;
  1589. } else {
  1590. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1591. }
  1592. }
  1593. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1594. textureProperties.__version = texture.version;
  1595. if ( texture.onUpdate ) texture.onUpdate( texture );
  1596. }
  1597. this.setTexture = function ( texture, slot ) {
  1598. var textureProperties = properties.get( texture );
  1599. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1600. var image = texture.image;
  1601. if ( image === undefined ) {
  1602. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1603. return;
  1604. }
  1605. if ( image.complete === false ) {
  1606. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1607. return;
  1608. }
  1609. uploadTexture( textureProperties, texture, slot );
  1610. return;
  1611. }
  1612. state.activeTexture( _gl.TEXTURE0 + slot );
  1613. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1614. };
  1615. function clampToMaxSize ( image, maxSize ) {
  1616. if ( image.width > maxSize || image.height > maxSize ) {
  1617. // Warning: Scaling through the canvas will only work with images that use
  1618. // premultiplied alpha.
  1619. var scale = maxSize / Math.max( image.width, image.height );
  1620. var canvas = document.createElement( 'canvas' );
  1621. canvas.width = Math.floor( image.width * scale );
  1622. canvas.height = Math.floor( image.height * scale );
  1623. var context = canvas.getContext( '2d' );
  1624. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1625. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1626. return canvas;
  1627. }
  1628. return image;
  1629. }
  1630. function setCubeTexture ( texture, slot ) {
  1631. var textureProperties = properties.get( texture );
  1632. if ( texture.image.length === 6 ) {
  1633. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1634. if ( ! textureProperties.__image__webglTextureCube ) {
  1635. texture.addEventListener( 'dispose', onTextureDispose );
  1636. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1637. _infoMemory.textures ++;
  1638. }
  1639. state.activeTexture( _gl.TEXTURE0 + slot );
  1640. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1641. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1642. var isCompressed = texture instanceof THREE.CompressedTexture;
  1643. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1644. var cubeImage = [];
  1645. for ( var i = 0; i < 6; i ++ ) {
  1646. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1647. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  1648. } else {
  1649. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1650. }
  1651. }
  1652. var image = cubeImage[ 0 ],
  1653. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1654. glFormat = paramThreeToGL( texture.format ),
  1655. glType = paramThreeToGL( texture.type );
  1656. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1657. for ( var i = 0; i < 6; i ++ ) {
  1658. if ( ! isCompressed ) {
  1659. if ( isDataTexture ) {
  1660. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1661. } else {
  1662. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1663. }
  1664. } else {
  1665. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1666. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1667. mipmap = mipmaps[ j ];
  1668. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1669. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1670. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1671. } else {
  1672. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1673. }
  1674. } else {
  1675. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1676. }
  1677. }
  1678. }
  1679. }
  1680. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1681. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1682. }
  1683. textureProperties.__version = texture.version;
  1684. if ( texture.onUpdate ) texture.onUpdate( texture );
  1685. } else {
  1686. state.activeTexture( _gl.TEXTURE0 + slot );
  1687. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1688. }
  1689. }
  1690. }
  1691. function setCubeTextureDynamic ( texture, slot ) {
  1692. state.activeTexture( _gl.TEXTURE0 + slot );
  1693. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1694. }
  1695. // Render targets
  1696. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  1697. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1698. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget ).__webglTexture, 0 );
  1699. }
  1700. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  1701. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1702. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1703. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1704. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1705. /* For some reason this is not working. Defaulting to RGBA4.
  1706. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1707. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  1708. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1709. */
  1710. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1711. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1712. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1713. } else {
  1714. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1715. }
  1716. }
  1717. this.setRenderTarget = function ( renderTarget ) {
  1718. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1719. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1720. var renderTargetProperties = properties.get( renderTarget );
  1721. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  1722. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  1723. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1724. renderTargetProperties.__webglTexture = _gl.createTexture();
  1725. _infoMemory.textures ++;
  1726. // Setup texture, create render and frame buffers
  1727. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  1728. glFormat = paramThreeToGL( renderTarget.format ),
  1729. glType = paramThreeToGL( renderTarget.type );
  1730. if ( isCube ) {
  1731. renderTargetProperties.__webglFramebuffer = [];
  1732. renderTargetProperties.__webglRenderbuffer = [];
  1733. state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTargetProperties.__webglTexture );
  1734. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  1735. for ( var i = 0; i < 6; i ++ ) {
  1736. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1737. renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  1738. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1739. setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1740. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
  1741. }
  1742. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1743. } else {
  1744. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1745. if ( renderTarget.shareDepthFrom ) {
  1746. renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  1747. } else {
  1748. renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
  1749. }
  1750. state.bindTexture( _gl.TEXTURE_2D, renderTargetProperties.__webglTexture );
  1751. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  1752. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1753. setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  1754. if ( renderTarget.shareDepthFrom ) {
  1755. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1756. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1757. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1758. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1759. }
  1760. } else {
  1761. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
  1762. }
  1763. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1764. }
  1765. // Release everything
  1766. if ( isCube ) {
  1767. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1768. } else {
  1769. state.bindTexture( _gl.TEXTURE_2D, null );
  1770. }
  1771. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1772. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1773. }
  1774. var framebuffer, width, height, vx, vy;
  1775. if ( renderTarget ) {
  1776. var renderTargetProperties = properties.get( renderTarget );
  1777. if ( isCube ) {
  1778. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1779. } else {
  1780. framebuffer = renderTargetProperties.__webglFramebuffer;
  1781. }
  1782. width = renderTarget.width;
  1783. height = renderTarget.height;
  1784. vx = 0;
  1785. vy = 0;
  1786. } else {
  1787. framebuffer = null;
  1788. width = _viewportWidth;
  1789. height = _viewportHeight;
  1790. vx = _viewportX;
  1791. vy = _viewportY;
  1792. }
  1793. if ( framebuffer !== _currentFramebuffer ) {
  1794. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1795. _gl.viewport( vx, vy, width, height );
  1796. _currentFramebuffer = framebuffer;
  1797. }
  1798. _currentWidth = width;
  1799. _currentHeight = height;
  1800. };
  1801. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  1802. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  1803. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1804. return;
  1805. }
  1806. if ( properties.get( renderTarget ).__webglFramebuffer ) {
  1807. if ( renderTarget.format !== THREE.RGBAFormat ) {
  1808. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  1809. return;
  1810. }
  1811. var restore = false;
  1812. if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
  1813. _gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
  1814. restore = true;
  1815. }
  1816. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1817. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  1818. } else {
  1819. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1820. }
  1821. if ( restore ) {
  1822. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1823. }
  1824. }
  1825. };
  1826. function updateRenderTargetMipmap ( renderTarget ) {
  1827. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  1828. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( renderTarget ).__webglTexture );
  1829. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1830. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1831. } else {
  1832. state.bindTexture( _gl.TEXTURE_2D, properties.get( renderTarget ).__webglTexture );
  1833. _gl.generateMipmap( _gl.TEXTURE_2D );
  1834. state.bindTexture( _gl.TEXTURE_2D, null );
  1835. }
  1836. }
  1837. // Fallback filters for non-power-of-2 textures
  1838. function filterFallback ( f ) {
  1839. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  1840. return _gl.NEAREST;
  1841. }
  1842. return _gl.LINEAR;
  1843. }
  1844. // Map three.js constants to WebGL constants
  1845. function paramThreeToGL ( p ) {
  1846. var extension;
  1847. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  1848. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  1849. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  1850. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  1851. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  1852. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  1853. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  1854. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  1855. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  1856. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  1857. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  1858. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  1859. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  1860. if ( p === THREE.ByteType ) return _gl.BYTE;
  1861. if ( p === THREE.ShortType ) return _gl.SHORT;
  1862. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  1863. if ( p === THREE.IntType ) return _gl.INT;
  1864. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  1865. if ( p === THREE.FloatType ) return _gl.FLOAT;
  1866. extension = extensions.get( 'OES_texture_half_float' );
  1867. if ( extension !== null ) {
  1868. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  1869. }
  1870. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  1871. if ( p === THREE.RGBFormat ) return _gl.RGB;
  1872. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  1873. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  1874. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  1875. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  1876. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  1877. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  1878. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  1879. if ( p === THREE.OneFactor ) return _gl.ONE;
  1880. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  1881. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  1882. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  1883. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  1884. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  1885. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  1886. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  1887. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  1888. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  1889. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  1890. if ( extension !== null ) {
  1891. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  1892. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  1893. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1894. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1895. }
  1896. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  1897. if ( extension !== null ) {
  1898. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  1899. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  1900. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  1901. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  1902. }
  1903. extension = extensions.get( 'EXT_blend_minmax' );
  1904. if ( extension !== null ) {
  1905. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  1906. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  1907. }
  1908. return 0;
  1909. }
  1910. // DEPRECATED
  1911. this.supportsFloatTextures = function () {
  1912. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  1913. return extensions.get( 'OES_texture_float' );
  1914. };
  1915. this.supportsHalfFloatTextures = function () {
  1916. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  1917. return extensions.get( 'OES_texture_half_float' );
  1918. };
  1919. this.supportsStandardDerivatives = function () {
  1920. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  1921. return extensions.get( 'OES_standard_derivatives' );
  1922. };
  1923. this.supportsCompressedTextureS3TC = function () {
  1924. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  1925. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  1926. };
  1927. this.supportsCompressedTexturePVRTC = function () {
  1928. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  1929. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  1930. };
  1931. this.supportsBlendMinMax = function () {
  1932. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  1933. return extensions.get( 'EXT_blend_minmax' );
  1934. };
  1935. this.supportsVertexTextures = function () {
  1936. return capabilities.vertexTextures;
  1937. };
  1938. this.supportsInstancedArrays = function () {
  1939. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  1940. return extensions.get( 'ANGLE_instanced_arrays' );
  1941. };
  1942. //
  1943. this.initMaterial = function () {
  1944. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  1945. };
  1946. this.addPrePlugin = function () {
  1947. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  1948. };
  1949. this.addPostPlugin = function () {
  1950. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  1951. };
  1952. this.updateShadowMap = function () {
  1953. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  1954. };
  1955. Object.defineProperties( this, {
  1956. shadowMapEnabled: {
  1957. get: function () {
  1958. return shadowMap.enabled;
  1959. },
  1960. set: function ( value ) {
  1961. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  1962. shadowMap.enabled = value;
  1963. }
  1964. },
  1965. shadowMapType: {
  1966. get: function () {
  1967. return shadowMap.type;
  1968. },
  1969. set: function ( value ) {
  1970. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  1971. shadowMap.type = value;
  1972. }
  1973. },
  1974. shadowMapCullFace: {
  1975. get: function () {
  1976. return shadowMap.cullFace;
  1977. },
  1978. set: function ( value ) {
  1979. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  1980. shadowMap.cullFace = value;
  1981. }
  1982. },
  1983. shadowMapDebug: {
  1984. get: function () {
  1985. return shadowMap.debug;
  1986. },
  1987. set: function ( value ) {
  1988. console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
  1989. shadowMap.debug = value;
  1990. }
  1991. }
  1992. } );
  1993. };