renderer.js 37 KB

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  1. /*global THREE:false */
  2. THREE.WebGLRenderer2.LowLevelRenderer = function(parameters){
  3. parameters = parameters || {};
  4. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  5. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  6. _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  7. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  8. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  9. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  10. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  11. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  12. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  13. _autoScaleCubemaps = true;
  14. this.devicePixelRatio = parameters.devicePixelRatio !== undefined ? parameters.devicePixelRatio : window.devicePixelRatio !== undefined ? window.devicePixelRatio : 1;
  15. var _currentWidth = 0,
  16. _currentHeight = 0;
  17. var _gl;
  18. var _glExtensionTextureFloat;
  19. var _glExtensionStandardDerivatives;
  20. var _glExtensionTextureFilterAnisotropic;
  21. var _glExtensionCompressedTextureS3TC;
  22. initGL();
  23. setDefaultGLState();
  24. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  25. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  26. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  27. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  28. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  29. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  30. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  31. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  32. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  33. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  34. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  35. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  36. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  37. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  38. var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  39. var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  40. var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
  41. var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  42. var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  43. var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
  44. // clamp precision to maximum available
  45. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  46. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  47. if ( _precision === "highp" && ! highpAvailable ) {
  48. if ( mediumpAvailable ) {
  49. _precision = "mediump";
  50. console.warn( "WebGLRenderer: highp not supported, using mediump" );
  51. } else {
  52. _precision = "lowp";
  53. console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
  54. }
  55. }
  56. if ( _precision === "mediump" && ! mediumpAvailable ) {
  57. _precision = "lowp";
  58. console.warn( "WebGLRenderer: mediump not supported, using lowp" );
  59. }
  60. var _enabledAttributes = {},
  61. _oldBlending,
  62. _oldBlendEquation,
  63. _oldBlendSrc,
  64. _oldBlendDst,
  65. _oldDoubleSided = -1,
  66. _oldFlipSided = -1,
  67. _oldDepthTest = -1,
  68. _oldDepthWrite = -1,
  69. _oldLineWidth = -1,
  70. _viewportX = 0,
  71. _viewportY = 0,
  72. _viewportWidth = 0,
  73. _viewportHeight = 0,
  74. // GL state cache
  75. _oldPolygonOffset = null,
  76. _oldPolygonOffsetFactor = null,
  77. _oldPolygonOffsetUnits = null,
  78. _currentFramebuffer = null;
  79. function initGL () {
  80. try {
  81. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  82. throw 'Error creating WebGL context.';
  83. }
  84. } catch ( error ) {
  85. console.error( error );
  86. }
  87. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  88. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  89. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
  90. _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
  91. _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  92. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
  93. _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
  94. _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  95. if ( ! _glExtensionTextureFloat ) {
  96. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  97. }
  98. if ( ! _glExtensionStandardDerivatives ) {
  99. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  100. }
  101. if ( ! _glExtensionTextureFilterAnisotropic ) {
  102. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  103. }
  104. if ( ! _glExtensionCompressedTextureS3TC ) {
  105. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  106. }
  107. };
  108. function setDefaultGLState () {
  109. _gl.clearColor( 0, 0, 0, 1 );
  110. _gl.clearDepth( 1 );
  111. _gl.clearStencil( 0 );
  112. _gl.enable( _gl.DEPTH_TEST );
  113. _gl.depthFunc( _gl.LEQUAL );
  114. _gl.frontFace( _gl.CCW );
  115. _gl.cullFace( _gl.BACK );
  116. _gl.enable( _gl.CULL_FACE );
  117. _gl.enable( _gl.BLEND );
  118. _gl.blendEquation( _gl.FUNC_ADD );
  119. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  120. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  121. };
  122. // Fallback filters for non-power-of-2 textures
  123. function filterFallback ( f ) {
  124. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  125. return _gl.NEAREST;
  126. }
  127. return _gl.LINEAR;
  128. };
  129. function getContext() {
  130. return _gl;
  131. };
  132. function getDomElement(){
  133. return _canvas;
  134. };
  135. function getCurrentWidth(){
  136. return _currentWidth;
  137. };
  138. function getCurrentHeight(){
  139. return _currentHeight;
  140. };
  141. function supportsVertexTextures() {
  142. return _supportsVertexTextures;
  143. };
  144. function getMaxAnisotropy() {
  145. return _maxAnisotropy;
  146. };
  147. function setSize( width, height ) {
  148. _canvas.width = width;
  149. _canvas.height = height;
  150. setViewport( 0, 0, _canvas.width, _canvas.height );
  151. };
  152. function setViewport( x, y, width, height ) {
  153. _viewportX = x !== undefined ? x : 0;
  154. _viewportY = y !== undefined ? y : 0;
  155. _viewportWidth = width !== undefined ? width : _canvas.width;
  156. _viewportHeight = height !== undefined ? height : _canvas.height;
  157. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  158. };
  159. function setScissor( x, y, width, height ) {
  160. _gl.scissor( x, y, width, height );
  161. };
  162. function enableScissorTest( enable ) {
  163. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  164. };
  165. // Clearing
  166. function setClearColorHex( hex, alpha ) {
  167. _clearColor.setHex( hex );
  168. _clearAlpha = alpha;
  169. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  170. };
  171. function setClearColor( color, alpha ) {
  172. _clearColor.copy( color );
  173. _clearAlpha = alpha;
  174. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  175. };
  176. function getClearColor() {
  177. return _clearColor;
  178. };
  179. function getClearAlpha() {
  180. return _clearAlpha;
  181. };
  182. function clear( color, depth, stencil ) {
  183. var bits = 0;
  184. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  185. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  186. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  187. _gl.clear( bits );
  188. };
  189. function clearTarget( renderTarget, color, depth, stencil ) {
  190. setRenderTarget( renderTarget );
  191. clear( color, depth, stencil );
  192. };
  193. function deleteBuffer(buffer){
  194. _gl.deleteBuffer(buffer);
  195. };
  196. function deleteTexture(texture){
  197. _gl.deleteTexture( texture );
  198. };
  199. function deleteFramebuffer(Framebuffer){
  200. _gl.deleteFramebuffer(Framebuffer);
  201. };
  202. function deleteRenderbuffer(RenderBuffer){
  203. _gl.deleteRenderbuffer(RenderBuffer);
  204. };
  205. function deleteProgram(RenderBuffer){
  206. _gl.deleteProgram(RenderBuffer);
  207. };
  208. function createBuffer(){
  209. return _gl.createBuffer();
  210. };
  211. function setStaticArrayBuffer(buffer,data){
  212. bindArrayBuffer( buffer );
  213. _gl.bufferData( _gl.ARRAY_BUFFER, data, _gl.STATIC_DRAW );
  214. };
  215. function setStaticIndexBuffer(buffer,data){
  216. bindElementArrayBuffer( buffer );
  217. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, data, _gl.STATIC_DRAW );
  218. };
  219. function setDynamicArrayBuffer(buffer,data){
  220. bindArrayBuffer( buffer );
  221. _gl.bufferData( _gl.ARRAY_BUFFER, data, _gl.DYNAMIC_DRAW );
  222. };
  223. function setDynamicIndexBuffer(buffer,data){
  224. bindElementArrayBuffer( buffer );
  225. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, data, _gl.DYNAMIC_DRAW );
  226. };
  227. function drawTriangles(count){
  228. _gl.drawArrays( _gl.TRIANGLES, 0, count );
  229. };
  230. function drawTriangleStrip(count){
  231. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, count );
  232. };
  233. function drawLines(count){
  234. _gl.drawArrays( _gl.LINES, 0, count );
  235. };
  236. function drawLineStrip(count){
  237. _gl.drawArrays( _gl.LINE_STRIP, 0, count );
  238. };
  239. function drawPoints(count){
  240. _gl.drawArrays( _gl.POINTS, 0, count );
  241. };
  242. function drawTriangleElements(buffer,count,offset){
  243. bindElementArrayBuffer( buffer );
  244. _gl.drawElements( _gl.TRIANGLES, count, _gl.UNSIGNED_SHORT, offset ); // 2 bytes per Uint16
  245. };
  246. function drawLineElements(buffer,count,offset){
  247. bindElementArrayBuffer( buffer );
  248. _gl.drawElements( _gl.LINES, count, _gl.UNSIGNED_SHORT, offset ); // 2 bytes per Uint16
  249. };
  250. var _boundBuffer;
  251. function bindArrayBuffer(buffer){
  252. if (_boundBuffer != buffer){
  253. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  254. _boundBuffer = buffer;
  255. }
  256. };
  257. function bindElementArrayBuffer(buffer){
  258. if (_boundBuffer != buffer){
  259. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, buffer );
  260. _boundBuffer = buffer;
  261. }
  262. };
  263. function enableAttribute( attribute ) {
  264. if ( ! _enabledAttributes[ attribute ] ) {
  265. _gl.enableVertexAttribArray( attribute );
  266. _enabledAttributes[ attribute ] = true;
  267. }
  268. };
  269. function disableAttributes() {
  270. for ( var attribute in _enabledAttributes ) {
  271. if ( _enabledAttributes[ attribute ] ) {
  272. _gl.disableVertexAttribArray( attribute );
  273. _enabledAttributes[ attribute ] = false;
  274. }
  275. }
  276. };
  277. function getAttribLocation( program, id ){
  278. return _gl.getAttribLocation( program, id );
  279. }
  280. function setFloatAttribute(index,buffer,size,offset){
  281. bindArrayBuffer( buffer );
  282. enableAttribute( index );
  283. _gl.vertexAttribPointer( index, size, _gl.FLOAT, false, 0, offset );
  284. };
  285. function getUniformLocation( program, id ){
  286. return _gl.getUniformLocation( program, id );
  287. }
  288. function uniform1i(uniform,value){
  289. _gl.uniform1i( uniform, value );
  290. };
  291. function uniform1f(uniform,value){
  292. _gl.uniform1f( uniform, value );
  293. };
  294. function uniform2f(uniform,value1, value2){
  295. _gl.uniform2f( location, value1, value2 );
  296. };
  297. function uniform3f(uniform, value1, value2, value3){
  298. _gl.uniform3f( uniform, value1, value2, value3 );
  299. };
  300. function uniform4f(uniform, value1, value2, value3, value4){
  301. _gl.uniform4f( uniform, value1, value2, value3, value4);
  302. };
  303. function uniform1iv(uniform,value){
  304. _gl.uniform1iv( uniform, value );
  305. };
  306. function uniform2iv(uniform,value){
  307. _gl.uniform2iv( uniform, value );
  308. };
  309. function uniform3iv(uniform,value){
  310. _gl.uniform3iv( uniform, value );
  311. };
  312. function uniform1fv(uniform,value){
  313. _gl.uniform1fv( uniform, value );
  314. };
  315. function uniform2fv(uniform,value){
  316. _gl.uniform2fv( uniform, value );
  317. };
  318. function uniform3fv(uniform,value){
  319. _gl.uniform3fv( uniform, value );
  320. };
  321. function uniform4fv(uniform,value){
  322. _gl.uniform3fv( uniform, value );
  323. };
  324. function uniformMatrix3fv(location,value){
  325. _gl.uniformMatrix3fv( location, false, value );
  326. };
  327. function uniformMatrix4fv(location,value){
  328. _gl.uniformMatrix4fv( location, false, value );
  329. };
  330. function useProgram(program){
  331. _gl.useProgram( program );
  332. };
  333. function setFaceCulling( cullFace, frontFaceDirection ) {
  334. if ( cullFace === THREE.CullFaceNone ) {
  335. _gl.disable( _gl.CULL_FACE );
  336. } else {
  337. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  338. _gl.frontFace( _gl.CW );
  339. } else {
  340. _gl.frontFace( _gl.CCW );
  341. }
  342. if ( cullFace === THREE.CullFaceBack ) {
  343. _gl.cullFace( _gl.BACK );
  344. } else if ( cullFace === THREE.CullFaceFront ) {
  345. _gl.cullFace( _gl.FRONT );
  346. } else {
  347. _gl.cullFace( _gl.FRONT_AND_BACK );
  348. }
  349. _gl.enable( _gl.CULL_FACE );
  350. }
  351. };
  352. function setMaterialFaces( material ) {
  353. var doubleSided = material.side === THREE.DoubleSide;
  354. var flipSided = material.side === THREE.BackSide;
  355. if ( _oldDoubleSided !== doubleSided ) {
  356. if ( doubleSided ) {
  357. _gl.disable( _gl.CULL_FACE );
  358. } else {
  359. _gl.enable( _gl.CULL_FACE );
  360. }
  361. _oldDoubleSided = doubleSided;
  362. }
  363. if ( _oldFlipSided !== flipSided ) {
  364. if ( flipSided ) {
  365. _gl.frontFace( _gl.CW );
  366. } else {
  367. _gl.frontFace( _gl.CCW );
  368. }
  369. _oldFlipSided = flipSided;
  370. }
  371. };
  372. function setPolygonOffset ( polygonoffset, factor, units ) {
  373. if ( _oldPolygonOffset !== polygonoffset ) {
  374. if ( polygonoffset ) {
  375. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  376. } else {
  377. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  378. }
  379. _oldPolygonOffset = polygonoffset;
  380. }
  381. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  382. _gl.polygonOffset( factor, units );
  383. _oldPolygonOffsetFactor = factor;
  384. _oldPolygonOffsetUnits = units;
  385. }
  386. };
  387. function setBlending( blending, blendEquation, blendSrc, blendDst ) {
  388. if ( blending !== _oldBlending ) {
  389. if ( blending === THREE.NoBlending ) {
  390. _gl.disable( _gl.BLEND );
  391. } else if ( blending === THREE.AdditiveBlending ) {
  392. _gl.enable( _gl.BLEND );
  393. _gl.blendEquation( _gl.FUNC_ADD );
  394. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  395. } else if ( blending === THREE.SubtractiveBlending ) {
  396. // TODO: Find blendFuncSeparate() combination
  397. _gl.enable( _gl.BLEND );
  398. _gl.blendEquation( _gl.FUNC_ADD );
  399. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  400. } else if ( blending === THREE.MultiplyBlending ) {
  401. // TODO: Find blendFuncSeparate() combination
  402. _gl.enable( _gl.BLEND );
  403. _gl.blendEquation( _gl.FUNC_ADD );
  404. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  405. } else if ( blending === THREE.CustomBlending ) {
  406. _gl.enable( _gl.BLEND );
  407. } else {
  408. _gl.enable( _gl.BLEND );
  409. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  410. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  411. }
  412. _oldBlending = blending;
  413. }
  414. if ( blending === THREE.CustomBlending ) {
  415. if ( blendEquation !== _oldBlendEquation ) {
  416. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  417. _oldBlendEquation = blendEquation;
  418. }
  419. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  420. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  421. _oldBlendSrc = blendSrc;
  422. _oldBlendDst = blendDst;
  423. }
  424. } else {
  425. _oldBlendEquation = null;
  426. _oldBlendSrc = null;
  427. _oldBlendDst = null;
  428. }
  429. };
  430. function setDepthTest( depthTest ) {
  431. if ( _oldDepthTest !== depthTest ) {
  432. if ( depthTest ) {
  433. _gl.enable( _gl.DEPTH_TEST );
  434. } else {
  435. _gl.disable( _gl.DEPTH_TEST );
  436. }
  437. _oldDepthTest = depthTest;
  438. }
  439. };
  440. function setDepthWrite( depthWrite ) {
  441. if ( _oldDepthWrite !== depthWrite ) {
  442. _gl.depthMask( depthWrite );
  443. _oldDepthWrite = depthWrite;
  444. }
  445. };
  446. function setTexture( texture, slot ) {
  447. if ( texture.needsUpdate ) {
  448. if ( ! texture.__webglInit ) {
  449. texture.__webglInit = true;
  450. //texture.addEventListener( 'dispose', onTextureDispose );
  451. texture.__webglTexture = _gl.createTexture();
  452. //_this.info.memory.textures ++;
  453. }
  454. _gl.activeTexture( _gl.TEXTURE0 + slot );
  455. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  456. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  457. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  458. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  459. var image = texture.image,
  460. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  461. glFormat = paramThreeToGL( texture.format ),
  462. glType = paramThreeToGL( texture.type );
  463. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  464. var mipmap, mipmaps = texture.mipmaps;
  465. if ( texture instanceof THREE.DataTexture ) {
  466. // use manually created mipmaps if available
  467. // if there are no manual mipmaps
  468. // set 0 level mipmap and then use GL to generate other mipmap levels
  469. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  470. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  471. mipmap = mipmaps[ i ];
  472. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  473. }
  474. texture.generateMipmaps = false;
  475. } else {
  476. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  477. }
  478. } else if ( texture instanceof THREE.CompressedTexture ) {
  479. // compressed textures can only use manually created mipmaps
  480. // WebGL can't generate mipmaps for DDS textures
  481. for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  482. mipmap = mipmaps[ i ];
  483. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  484. }
  485. } else { // regular Texture (image, video, canvas)
  486. // use manually created mipmaps if available
  487. // if there are no manual mipmaps
  488. // set 0 level mipmap and then use GL to generate other mipmap levels
  489. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  490. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  491. mipmap = mipmaps[ i ];
  492. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  493. }
  494. texture.generateMipmaps = false;
  495. } else {
  496. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  497. }
  498. }
  499. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  500. texture.needsUpdate = false;
  501. if ( texture.onUpdate ) texture.onUpdate();
  502. } else {
  503. _gl.activeTexture( _gl.TEXTURE0 + slot );
  504. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  505. }
  506. };
  507. function setCubeTexture ( texture, slot ) {
  508. if ( texture.image.length === 6 ) {
  509. if ( texture.needsUpdate ) {
  510. if ( ! texture.image.__webglTextureCube ) {
  511. texture.image.__webglTextureCube = _gl.createTexture();
  512. }
  513. _gl.activeTexture( _gl.TEXTURE0 + slot );
  514. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  515. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  516. var isCompressed = texture instanceof THREE.CompressedTexture;
  517. var cubeImage = [];
  518. for ( var i = 0; i < 6; i ++ ) {
  519. if ( _autoScaleCubemaps && ! isCompressed ) {
  520. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  521. } else {
  522. cubeImage[ i ] = texture.image[ i ];
  523. }
  524. }
  525. var image = cubeImage[ 0 ],
  526. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  527. glFormat = paramThreeToGL( texture.format ),
  528. glType = paramThreeToGL( texture.type );
  529. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  530. for ( var i = 0; i < 6; i ++ ) {
  531. if ( isCompressed ) {
  532. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  533. for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  534. mipmap = mipmaps[ j ];
  535. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  536. }
  537. } else {
  538. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  539. }
  540. }
  541. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  542. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  543. }
  544. texture.needsUpdate = false;
  545. if ( texture.onUpdate ) texture.onUpdate();
  546. } else {
  547. _gl.activeTexture( _gl.TEXTURE0 + slot );
  548. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  549. }
  550. }
  551. };
  552. // Textures
  553. function isPowerOfTwo ( value ) {
  554. return ( value & ( value - 1 ) ) === 0;
  555. };
  556. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  557. if ( isImagePowerOfTwo ) {
  558. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  559. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  560. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  561. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  562. } else {
  563. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  564. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  565. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  566. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  567. }
  568. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  569. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  570. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  571. texture.__oldAnisotropy = texture.anisotropy;
  572. }
  573. }
  574. };
  575. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  576. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  577. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  578. };
  579. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  580. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  581. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  582. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  583. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  584. /* For some reason this is not working. Defaulting to RGBA4.
  585. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  586. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  587. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  588. */
  589. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  590. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  591. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  592. } else {
  593. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  594. }
  595. };
  596. function setRenderTarget( renderTarget ) {
  597. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  598. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  599. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  600. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  601. //renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  602. renderTarget.__webglTexture = _gl.createTexture();
  603. //_this.info.memory.textures ++;
  604. // Setup texture, create render and frame buffers
  605. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  606. glFormat = paramThreeToGL( renderTarget.format ),
  607. glType = paramThreeToGL( renderTarget.type );
  608. if ( isCube ) {
  609. renderTarget.__webglFramebuffer = [];
  610. renderTarget.__webglRenderbuffer = [];
  611. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  612. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  613. for ( var i = 0; i < 6; i ++ ) {
  614. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  615. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  616. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  617. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  618. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  619. }
  620. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  621. } else {
  622. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  623. if ( renderTarget.shareDepthFrom ) {
  624. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  625. } else {
  626. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  627. }
  628. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  629. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  630. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  631. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  632. if ( renderTarget.shareDepthFrom ) {
  633. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  634. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  635. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  636. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  637. }
  638. } else {
  639. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  640. }
  641. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  642. }
  643. // Release everything
  644. if ( isCube ) {
  645. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  646. } else {
  647. _gl.bindTexture( _gl.TEXTURE_2D, null );
  648. }
  649. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  650. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  651. }
  652. var framebuffer, width, height, vx, vy;
  653. if ( renderTarget ) {
  654. if ( isCube ) {
  655. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  656. } else {
  657. framebuffer = renderTarget.__webglFramebuffer;
  658. }
  659. width = renderTarget.width;
  660. height = renderTarget.height;
  661. vx = 0;
  662. vy = 0;
  663. } else {
  664. framebuffer = null;
  665. width = _viewportWidth;
  666. height = _viewportHeight;
  667. vx = _viewportX;
  668. vy = _viewportY;
  669. }
  670. if ( framebuffer !== _currentFramebuffer ) {
  671. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  672. _gl.viewport( vx, vy, width, height );
  673. _currentFramebuffer = framebuffer;
  674. }
  675. _currentWidth = width;
  676. _currentHeight = height;
  677. };
  678. function clampToMaxSize ( image, maxSize ) {
  679. if ( image.width <= maxSize && image.height <= maxSize ) {
  680. return image;
  681. }
  682. // Warning: Scaling through the canvas will only work with images that use
  683. // premultiplied alpha.
  684. var maxDimension = Math.max( image.width, image.height );
  685. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  686. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  687. var canvas = document.createElement( 'canvas' );
  688. canvas.width = newWidth;
  689. canvas.height = newHeight;
  690. var ctx = canvas.getContext( "2d" );
  691. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  692. return canvas;
  693. };
  694. function updateRenderTargetMipmap ( renderTarget ) {
  695. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  696. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  697. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  698. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  699. } else {
  700. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  701. _gl.generateMipmap( _gl.TEXTURE_2D );
  702. _gl.bindTexture( _gl.TEXTURE_2D, null );
  703. }
  704. };
  705. function setCubeTextureDynamic ( texture, slot ) {
  706. _gl.activeTexture( _gl.TEXTURE0 + slot );
  707. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  708. };
  709. // Map three.js constants to WebGL constants
  710. function paramThreeToGL ( p ) {
  711. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  712. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  713. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  714. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  715. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  716. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  717. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  718. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  719. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  720. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  721. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  722. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  723. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  724. if ( p === THREE.ByteType ) return _gl.BYTE;
  725. if ( p === THREE.ShortType ) return _gl.SHORT;
  726. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  727. if ( p === THREE.IntType ) return _gl.INT;
  728. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  729. if ( p === THREE.FloatType ) return _gl.FLOAT;
  730. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  731. if ( p === THREE.RGBFormat ) return _gl.RGB;
  732. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  733. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  734. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  735. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  736. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  737. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  738. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  739. if ( p === THREE.OneFactor ) return _gl.ONE;
  740. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  741. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  742. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  743. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  744. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  745. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  746. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  747. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  748. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  749. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  750. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  751. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  752. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  753. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  754. }
  755. return 0;
  756. };
  757. function compileShader(vertexShader, fragmentShader){
  758. var program = _gl.createProgram();
  759. var glFragmentShader = getShader( "fragment", fragmentShader );
  760. var glVertexShader = getShader( "vertex", vertexShader );
  761. _gl.attachShader( program, glVertexShader );
  762. _gl.attachShader( program, glFragmentShader );
  763. _gl.linkProgram( program );
  764. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  765. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  766. }
  767. // clean up
  768. _gl.deleteShader( glFragmentShader );
  769. _gl.deleteShader( glVertexShader );
  770. return program;
  771. };
  772. function resetState(){
  773. _oldBlending = -1;
  774. _oldDepthTest = -1;
  775. _oldDepthWrite = -1;
  776. _oldDoubleSided = -1;
  777. _oldFlipSided = -1;
  778. }
  779. function getShader ( type, string ) {
  780. var shader;
  781. if ( type === "fragment" ) {
  782. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  783. } else if ( type === "vertex" ) {
  784. shader = _gl.createShader( _gl.VERTEX_SHADER );
  785. }
  786. _gl.shaderSource( shader, string );
  787. _gl.compileShader( shader );
  788. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  789. console.error( _gl.getShaderInfoLog( shader ) );
  790. console.error( addLineNumbers( string ) );
  791. return null;
  792. }
  793. return shader;
  794. };
  795. function addLineNumbers ( string ) {
  796. var chunks = string.split( "\n" );
  797. for ( var i = 0, il = chunks.length; i < il; i ++ ) {
  798. // Chrome reports shader errors on lines
  799. // starting counting from 1
  800. chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
  801. }
  802. return chunks.join( "\n" );
  803. };
  804. function setLineWidth ( width ) {
  805. if ( width !== _oldLineWidth ) {
  806. _gl.lineWidth( width );
  807. _oldLineWidth = width;
  808. }
  809. };
  810. this.context = _gl;
  811. this.autoScaleCubemaps = _autoScaleCubemaps;
  812. this.supportsBoneTextures = _supportsBoneTextures;
  813. this.precision = _precision;
  814. this.maxVertexUniformVectors = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  815. // Methods
  816. this.getContext = getContext;
  817. this.getDomElement = getDomElement;
  818. this.getCurrentWidth = getCurrentWidth;
  819. this.getCurrentHeight = getCurrentHeight;
  820. this.supportsVertexTextures = supportsVertexTextures;
  821. this.getMaxAnisotropy = getMaxAnisotropy;
  822. this.setRenderTarget = setRenderTarget;
  823. this.setSize = setSize;
  824. this.setViewport = setViewport;
  825. this.setScissor = setScissor;
  826. this.enableScissorTest = enableScissorTest;
  827. this.setClearColorHex = setClearColorHex;
  828. this.setClearColor = setClearColor;
  829. this.getClearColor = getClearColor;
  830. this.getClearAlpha = getClearAlpha;
  831. this.clear = clear;
  832. this.clearTarget = clearTarget;
  833. this.deleteBuffer = deleteBuffer;
  834. this.deleteTexture = deleteTexture;
  835. this.deleteFramebuffer = deleteFramebuffer;
  836. this.deleteRenderbuffer = deleteRenderbuffer;
  837. this.deleteProgram = deleteProgram;
  838. this.createBuffer = createBuffer;
  839. this.setStaticArrayBuffer = setStaticArrayBuffer;
  840. this.setStaticIndexBuffer = setStaticIndexBuffer;
  841. this.setDynamicArrayBuffer = setDynamicArrayBuffer;
  842. this.setDynamicIndexBuffer = setDynamicIndexBuffer;
  843. this.drawTriangles = drawTriangles;
  844. this.drawTriangleStrip = drawTriangleStrip;
  845. this.drawLines = drawLines;
  846. this.drawLineStrip = drawLineStrip;
  847. this.drawPoints = drawPoints;
  848. this.drawTriangleElements = drawTriangleElements;
  849. this.drawLineElements = drawLineElements;
  850. this.bindArrayBuffer = bindArrayBuffer;
  851. this.bindElementArrayBuffer = bindElementArrayBuffer;
  852. this.enableAttribute = enableAttribute;
  853. this.disableAttributes = disableAttributes;
  854. this.getAttribLocation = getAttribLocation;
  855. this.setFloatAttribute = setFloatAttribute;
  856. this.getUniformLocation= getUniformLocation;
  857. this.uniform1i = uniform1i;
  858. this.uniform1f = uniform1f;
  859. this.uniform2f = uniform2f;
  860. this.uniform3f = uniform3f;
  861. this.uniform4f = uniform4f;
  862. this.uniform1iv = uniform1iv;
  863. this.uniform2iv = uniform2iv;
  864. this.uniform3iv = uniform3iv;
  865. this.uniform1fv = uniform1fv;
  866. this.uniform2fv = uniform2fv;
  867. this.uniform3fv = uniform3fv;
  868. this.uniform4fv = uniform4fv;
  869. this.uniformMatrix3fv = uniformMatrix3fv;
  870. this.uniformMatrix4fv = uniformMatrix4fv;
  871. this.useProgram = useProgram;
  872. this.compileShader = compileShader;
  873. this.setFaceCulling = setFaceCulling;
  874. this.setMaterialFaces = setMaterialFaces;
  875. this.setPolygonOffset = setPolygonOffset;
  876. this.setBlending = setBlending;
  877. this.setDepthTest = setDepthTest;
  878. this.setDepthWrite = setDepthWrite;
  879. this.setTexture = setTexture;
  880. this.setCubeTexture = setCubeTexture;
  881. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  882. this.setCubeTextureDynamic = setCubeTextureDynamic;
  883. this.paramThreeToGL = paramThreeToGL;
  884. this.setLineWidth = setLineWidth;
  885. this.resetState = resetState;
  886. };