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- import {
- REVISION,
- RGBAFormat,
- HalfFloatType,
- FloatType,
- UnsignedByteType,
- TriangleFanDrawMode,
- TriangleStripDrawMode,
- TrianglesDrawMode,
- LinearToneMapping,
- BackSide
- } from '../constants.js';
- import { _Math } from '../math/Math.js';
- import { DataTexture } from '../textures/DataTexture.js';
- import { Frustum } from '../math/Frustum.js';
- import { Matrix4 } from '../math/Matrix4.js';
- import { ShaderLib } from './shaders/ShaderLib.js';
- import { UniformsLib } from './shaders/UniformsLib.js';
- import { cloneUniforms } from './shaders/UniformsUtils.js';
- import { Vector2 } from '../math/Vector2.js';
- import { Vector3 } from '../math/Vector3.js';
- import { Vector4 } from '../math/Vector4.js';
- import { WebGLAnimation } from './webgl/WebGLAnimation.js';
- import { WebGLAttributes } from './webgl/WebGLAttributes.js';
- import { WebGLBackground } from './webgl/WebGLBackground.js';
- import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
- import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
- import { WebGLClipping } from './webgl/WebGLClipping.js';
- import { WebGLExtensions } from './webgl/WebGLExtensions.js';
- import { WebGLGeometries } from './webgl/WebGLGeometries.js';
- import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
- import { WebGLInfo } from './webgl/WebGLInfo.js';
- import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
- import { WebGLObjects } from './webgl/WebGLObjects.js';
- import { WebGLPrograms } from './webgl/WebGLPrograms.js';
- import { WebGLProperties } from './webgl/WebGLProperties.js';
- import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
- import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
- import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
- import { WebGLState } from './webgl/WebGLState.js';
- import { WebGLTextures } from './webgl/WebGLTextures.js';
- import { WebGLUniforms } from './webgl/WebGLUniforms.js';
- import { WebGLUtils } from './webgl/WebGLUtils.js';
- import { WebVRManager } from './webvr/WebVRManager.js';
- import { WebXRManager } from './webvr/WebXRManager.js';
- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- * @author tschw
- */
- function WebGLRenderer( parameters ) {
- console.log( 'THREE.WebGLRenderer', REVISION );
- parameters = parameters || {};
- var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
- _context = parameters.context !== undefined ? parameters.context : null,
- _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
- _depth = parameters.depth !== undefined ? parameters.depth : true,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
- _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
- var currentRenderList = null;
- var currentRenderState = null;
- // public properties
- this.domElement = _canvas;
- this.context = null;
- // Debug configuration container
- this.debug = {
- /**
- * Enables error checking and reporting when shader programs are being compiled
- * @type {boolean}
- */
- checkShaderErrors: true
- };
- // clearing
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
- // scene graph
- this.sortObjects = true;
- // user-defined clipping
- this.clippingPlanes = [];
- this.localClippingEnabled = false;
- // physically based shading
- this.gammaFactor = 2.0; // for backwards compatibility
- this.gammaInput = false;
- this.gammaOutput = false;
- // physical lights
- this.physicallyCorrectLights = false;
- // tone mapping
- this.toneMapping = LinearToneMapping;
- this.toneMappingExposure = 1.0;
- this.toneMappingWhitePoint = 1.0;
- // morphs
- this.maxMorphTargets = 8;
- this.maxMorphNormals = 4;
- // internal properties
- var _this = this,
- _isContextLost = false,
- // internal state cache
- _framebuffer = null,
- _currentRenderTarget = null,
- _currentFramebuffer = null,
- _currentMaterialId = - 1,
- // geometry and program caching
- _currentGeometryProgram = {
- geometry: null,
- program: null,
- wireframe: false
- },
- _currentCamera = null,
- _currentArrayCamera = null,
- _currentViewport = new Vector4(),
- _currentScissor = new Vector4(),
- _currentScissorTest = null,
- //
- _width = _canvas.width,
- _height = _canvas.height,
- _pixelRatio = 1,
- _viewport = new Vector4( 0, 0, _width, _height ),
- _scissor = new Vector4( 0, 0, _width, _height ),
- _scissorTest = false,
- // frustum
- _frustum = new Frustum(),
- // clipping
- _clipping = new WebGLClipping(),
- _clippingEnabled = false,
- _localClippingEnabled = false,
- // camera matrices cache
- _projScreenMatrix = new Matrix4(),
- _vector3 = new Vector3();
- function getTargetPixelRatio() {
- return _currentRenderTarget === null ? _pixelRatio : 1;
- }
- // initialize
- var _gl;
- try {
- var contextAttributes = {
- alpha: _alpha,
- depth: _depth,
- stencil: _stencil,
- antialias: _antialias,
- premultipliedAlpha: _premultipliedAlpha,
- preserveDrawingBuffer: _preserveDrawingBuffer,
- powerPreference: _powerPreference
- };
- // event listeners must be registered before WebGL context is created, see #12753
- _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
- _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
- _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
- if ( _gl === null ) {
- if ( _canvas.getContext( 'webgl' ) !== null ) {
- throw new Error( 'Error creating WebGL context with your selected attributes.' );
- } else {
- throw new Error( 'Error creating WebGL context.' );
- }
- }
- // Some experimental-webgl implementations do not have getShaderPrecisionFormat
- if ( _gl.getShaderPrecisionFormat === undefined ) {
- _gl.getShaderPrecisionFormat = function () {
- return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
- };
- }
- } catch ( error ) {
- console.error( 'THREE.WebGLRenderer: ' + error.message );
- throw error;
- }
- var extensions, capabilities, state, info;
- var properties, textures, attributes, geometries, objects;
- var programCache, renderLists, renderStates;
- var background, morphtargets, bufferRenderer, indexedBufferRenderer;
- var utils;
- function initGLContext() {
- extensions = new WebGLExtensions( _gl );
- capabilities = new WebGLCapabilities( _gl, extensions, parameters );
- if ( ! capabilities.isWebGL2 ) {
- extensions.get( 'WEBGL_depth_texture' );
- extensions.get( 'OES_texture_float' );
- extensions.get( 'OES_texture_half_float' );
- extensions.get( 'OES_texture_half_float_linear' );
- extensions.get( 'OES_standard_derivatives' );
- extensions.get( 'OES_element_index_uint' );
- extensions.get( 'ANGLE_instanced_arrays' );
- }
- extensions.get( 'OES_texture_float_linear' );
- utils = new WebGLUtils( _gl, extensions, capabilities );
- state = new WebGLState( _gl, extensions, utils, capabilities );
- state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
- state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
- info = new WebGLInfo( _gl );
- properties = new WebGLProperties();
- textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
- attributes = new WebGLAttributes( _gl );
- geometries = new WebGLGeometries( _gl, attributes, info );
- objects = new WebGLObjects( geometries, info );
- morphtargets = new WebGLMorphtargets( _gl );
- programCache = new WebGLPrograms( _this, extensions, capabilities, textures );
- renderLists = new WebGLRenderLists();
- renderStates = new WebGLRenderStates();
- background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
- bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
- indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
- info.programs = programCache.programs;
- _this.context = _gl;
- _this.capabilities = capabilities;
- _this.extensions = extensions;
- _this.properties = properties;
- _this.renderLists = renderLists;
- _this.state = state;
- _this.info = info;
- }
- initGLContext();
- // vr
- var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );
- this.vr = vr;
- // shadow map
- var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
- this.shadowMap = shadowMap;
- // API
- this.getContext = function () {
- return _gl;
- };
- this.getContextAttributes = function () {
- return _gl.getContextAttributes();
- };
- this.forceContextLoss = function () {
- var extension = extensions.get( 'WEBGL_lose_context' );
- if ( extension ) extension.loseContext();
- };
- this.forceContextRestore = function () {
- var extension = extensions.get( 'WEBGL_lose_context' );
- if ( extension ) extension.restoreContext();
- };
- this.getPixelRatio = function () {
- return _pixelRatio;
- };
- this.setPixelRatio = function ( value ) {
- if ( value === undefined ) return;
- _pixelRatio = value;
- this.setSize( _width, _height, false );
- };
- this.getSize = function ( target ) {
- if ( target === undefined ) {
- console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
- target = new Vector2();
- }
- return target.set( _width, _height );
- };
- this.setSize = function ( width, height, updateStyle ) {
- if ( vr.isPresenting() ) {
- console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
- return;
- }
- _width = width;
- _height = height;
- _canvas.width = width * _pixelRatio;
- _canvas.height = height * _pixelRatio;
- if ( updateStyle !== false ) {
- _canvas.style.width = width + 'px';
- _canvas.style.height = height + 'px';
- }
- this.setViewport( 0, 0, width, height );
- };
- this.getDrawingBufferSize = function ( target ) {
- if ( target === undefined ) {
- console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
- target = new Vector2();
- }
- return target.set( _width * _pixelRatio, _height * _pixelRatio );
- };
- this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
- _width = width;
- _height = height;
- _pixelRatio = pixelRatio;
- _canvas.width = width * pixelRatio;
- _canvas.height = height * pixelRatio;
- this.setViewport( 0, 0, width, height );
- };
- this.getCurrentViewport = function ( target ) {
- if ( target === undefined ) {
- console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
- target = new Vector4();
- }
- return target.copy( _currentViewport );
- };
- this.getViewport = function ( target ) {
- return target.copy( _viewport );
- };
- this.setViewport = function ( x, y, width, height ) {
- if ( x.isVector4 ) {
- _viewport.set( x.x, x.y, x.z, x.w );
- } else {
- _viewport.set( x, y, width, height );
- }
- state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
- };
- this.getScissor = function ( target ) {
- return target.copy( _scissor );
- };
- this.setScissor = function ( x, y, width, height ) {
- if ( x.isVector4 ) {
- _scissor.set( x.x, x.y, x.z, x.w );
- } else {
- _scissor.set( x, y, width, height );
- }
- state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
- };
- this.getScissorTest = function () {
- return _scissorTest;
- };
- this.setScissorTest = function ( boolean ) {
- state.setScissorTest( _scissorTest = boolean );
- };
- // Clearing
- this.getClearColor = function () {
- return background.getClearColor();
- };
- this.setClearColor = function () {
- background.setClearColor.apply( background, arguments );
- };
- this.getClearAlpha = function () {
- return background.getClearAlpha();
- };
- this.setClearAlpha = function () {
- background.setClearAlpha.apply( background, arguments );
- };
- this.clear = function ( color, depth, stencil ) {
- var bits = 0;
- if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
- if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
- if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
- _gl.clear( bits );
- };
- this.clearColor = function () {
- this.clear( true, false, false );
- };
- this.clearDepth = function () {
- this.clear( false, true, false );
- };
- this.clearStencil = function () {
- this.clear( false, false, true );
- };
- //
- this.dispose = function () {
- _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
- _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
- renderLists.dispose();
- renderStates.dispose();
- properties.dispose();
- objects.dispose();
- vr.dispose();
- animation.stop();
- };
- // Events
- function onContextLost( event ) {
- event.preventDefault();
- console.log( 'THREE.WebGLRenderer: Context Lost.' );
- _isContextLost = true;
- }
- function onContextRestore( /* event */ ) {
- console.log( 'THREE.WebGLRenderer: Context Restored.' );
- _isContextLost = false;
- initGLContext();
- }
- function onMaterialDispose( event ) {
- var material = event.target;
- material.removeEventListener( 'dispose', onMaterialDispose );
- deallocateMaterial( material );
- }
- // Buffer deallocation
- function deallocateMaterial( material ) {
- releaseMaterialProgramReference( material );
- properties.remove( material );
- }
- function releaseMaterialProgramReference( material ) {
- var programInfo = properties.get( material ).program;
- material.program = undefined;
- if ( programInfo !== undefined ) {
- programCache.releaseProgram( programInfo );
- }
- }
- // Buffer rendering
- function renderObjectImmediate( object, program ) {
- object.render( function ( object ) {
- _this.renderBufferImmediate( object, program );
- } );
- }
- this.renderBufferImmediate = function ( object, program ) {
- state.initAttributes();
- var buffers = properties.get( object );
- if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
- if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
- if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
- if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
- var programAttributes = program.getAttributes();
- if ( object.hasPositions ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( programAttributes.position );
- _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( programAttributes.normal );
- _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasUvs ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( programAttributes.uv );
- _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasColors ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( programAttributes.color );
- _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
- }
- state.disableUnusedAttributes();
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
- object.count = 0;
- };
- this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
- var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
- state.setMaterial( material, frontFaceCW );
- var program = setProgram( camera, fog, material, object );
- var updateBuffers = false;
- if ( _currentGeometryProgram.geometry !== geometry.id ||
- _currentGeometryProgram.program !== program.id ||
- _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
- _currentGeometryProgram.geometry = geometry.id;
- _currentGeometryProgram.program = program.id;
- _currentGeometryProgram.wireframe = material.wireframe === true;
- updateBuffers = true;
- }
- if ( object.morphTargetInfluences ) {
- morphtargets.update( object, geometry, material, program );
- updateBuffers = true;
- }
- //
- var index = geometry.index;
- var position = geometry.attributes.position;
- var rangeFactor = 1;
- if ( material.wireframe === true ) {
- index = geometries.getWireframeAttribute( geometry );
- rangeFactor = 2;
- }
- var attribute;
- var renderer = bufferRenderer;
- if ( index !== null ) {
- attribute = attributes.get( index );
- renderer = indexedBufferRenderer;
- renderer.setIndex( attribute );
- }
- if ( updateBuffers ) {
- setupVertexAttributes( material, program, geometry );
- if ( index !== null ) {
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
- }
- }
- //
- var dataCount = Infinity;
- if ( index !== null ) {
- dataCount = index.count;
- } else if ( position !== undefined ) {
- dataCount = position.count;
- }
- var rangeStart = geometry.drawRange.start * rangeFactor;
- var rangeCount = geometry.drawRange.count * rangeFactor;
- var groupStart = group !== null ? group.start * rangeFactor : 0;
- var groupCount = group !== null ? group.count * rangeFactor : Infinity;
- var drawStart = Math.max( rangeStart, groupStart );
- var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
- var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
- if ( drawCount === 0 ) return;
- //
- if ( object.isMesh ) {
- if ( material.wireframe === true ) {
- state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
- renderer.setMode( _gl.LINES );
- } else {
- switch ( object.drawMode ) {
- case TrianglesDrawMode:
- renderer.setMode( _gl.TRIANGLES );
- break;
- case TriangleStripDrawMode:
- renderer.setMode( _gl.TRIANGLE_STRIP );
- break;
- case TriangleFanDrawMode:
- renderer.setMode( _gl.TRIANGLE_FAN );
- break;
- }
- }
- } else if ( object.isLine ) {
- var lineWidth = material.linewidth;
- if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
- state.setLineWidth( lineWidth * getTargetPixelRatio() );
- if ( object.isLineSegments ) {
- renderer.setMode( _gl.LINES );
- } else if ( object.isLineLoop ) {
- renderer.setMode( _gl.LINE_LOOP );
- } else {
- renderer.setMode( _gl.LINE_STRIP );
- }
- } else if ( object.isPoints ) {
- renderer.setMode( _gl.POINTS );
- } else if ( object.isSprite ) {
- renderer.setMode( _gl.TRIANGLES );
- }
- if ( geometry && geometry.isInstancedBufferGeometry ) {
- if ( geometry.maxInstancedCount > 0 ) {
- renderer.renderInstances( geometry, drawStart, drawCount );
- }
- } else {
- renderer.render( drawStart, drawCount );
- }
- };
- function setupVertexAttributes( material, program, geometry ) {
- if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
- if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
- console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
- }
- }
- state.initAttributes();
- var geometryAttributes = geometry.attributes;
- var programAttributes = program.getAttributes();
- var materialDefaultAttributeValues = material.defaultAttributeValues;
- for ( var name in programAttributes ) {
- var programAttribute = programAttributes[ name ];
- if ( programAttribute >= 0 ) {
- var geometryAttribute = geometryAttributes[ name ];
- if ( geometryAttribute !== undefined ) {
- var normalized = geometryAttribute.normalized;
- var size = geometryAttribute.itemSize;
- var attribute = attributes.get( geometryAttribute );
- // TODO Attribute may not be available on context restore
- if ( attribute === undefined ) continue;
- var buffer = attribute.buffer;
- var type = attribute.type;
- var bytesPerElement = attribute.bytesPerElement;
- if ( geometryAttribute.isInterleavedBufferAttribute ) {
- var data = geometryAttribute.data;
- var stride = data.stride;
- var offset = geometryAttribute.offset;
- if ( data && data.isInstancedInterleavedBuffer ) {
- state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
- if ( geometry.maxInstancedCount === undefined ) {
- geometry.maxInstancedCount = data.meshPerAttribute * data.count;
- }
- } else {
- state.enableAttribute( programAttribute );
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
- _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
- } else {
- if ( geometryAttribute.isInstancedBufferAttribute ) {
- state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
- if ( geometry.maxInstancedCount === undefined ) {
- geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
- }
- } else {
- state.enableAttribute( programAttribute );
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
- _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
- }
- } else if ( materialDefaultAttributeValues !== undefined ) {
- var value = materialDefaultAttributeValues[ name ];
- if ( value !== undefined ) {
- switch ( value.length ) {
- case 2:
- _gl.vertexAttrib2fv( programAttribute, value );
- break;
- case 3:
- _gl.vertexAttrib3fv( programAttribute, value );
- break;
- case 4:
- _gl.vertexAttrib4fv( programAttribute, value );
- break;
- default:
- _gl.vertexAttrib1fv( programAttribute, value );
- }
- }
- }
- }
- }
- state.disableUnusedAttributes();
- }
- // Compile
- this.compile = function ( scene, camera ) {
- currentRenderState = renderStates.get( scene, camera );
- currentRenderState.init();
- scene.traverse( function ( object ) {
- if ( object.isLight ) {
- currentRenderState.pushLight( object );
- if ( object.castShadow ) {
- currentRenderState.pushShadow( object );
- }
- }
- } );
- currentRenderState.setupLights( camera );
- scene.traverse( function ( object ) {
- if ( object.material ) {
- if ( Array.isArray( object.material ) ) {
- for ( var i = 0; i < object.material.length; i ++ ) {
- initMaterial( object.material[ i ], scene.fog, object );
- }
- } else {
- initMaterial( object.material, scene.fog, object );
- }
- }
- } );
- };
- // Animation Loop
- var onAnimationFrameCallback = null;
- function onAnimationFrame( time ) {
- if ( vr.isPresenting() ) return;
- if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
- }
- var animation = new WebGLAnimation();
- animation.setAnimationLoop( onAnimationFrame );
- if ( typeof window !== 'undefined' ) animation.setContext( window );
- this.setAnimationLoop = function ( callback ) {
- onAnimationFrameCallback = callback;
- vr.setAnimationLoop( callback );
- animation.start();
- };
- // Rendering
- this.render = function ( scene, camera ) {
- var renderTarget, forceClear;
- if ( arguments[ 2 ] !== undefined ) {
- console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
- renderTarget = arguments[ 2 ];
- }
- if ( arguments[ 3 ] !== undefined ) {
- console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
- forceClear = arguments[ 3 ];
- }
- if ( ! ( camera && camera.isCamera ) ) {
- console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
- return;
- }
- if ( _isContextLost ) return;
- // reset caching for this frame
- _currentGeometryProgram.geometry = null;
- _currentGeometryProgram.program = null;
- _currentGeometryProgram.wireframe = false;
- _currentMaterialId = - 1;
- _currentCamera = null;
- // update scene graph
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
- // update camera matrices and frustum
- if ( camera.parent === null ) camera.updateMatrixWorld();
- if ( vr.enabled ) {
- camera = vr.getCamera( camera );
- }
- //
- currentRenderState = renderStates.get( scene, camera );
- currentRenderState.init();
- scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- _localClippingEnabled = this.localClippingEnabled;
- _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
- currentRenderList = renderLists.get( scene, camera );
- currentRenderList.init();
- projectObject( scene, camera, 0, _this.sortObjects );
- if ( _this.sortObjects === true ) {
- currentRenderList.sort();
- }
- //
- if ( _clippingEnabled ) _clipping.beginShadows();
- var shadowsArray = currentRenderState.state.shadowsArray;
- shadowMap.render( shadowsArray, scene, camera );
- currentRenderState.setupLights( camera );
- if ( _clippingEnabled ) _clipping.endShadows();
- //
- if ( this.info.autoReset ) this.info.reset();
- if ( renderTarget !== undefined ) {
- this.setRenderTarget( renderTarget );
- }
- //
- background.render( currentRenderList, scene, camera, forceClear );
- // render scene
- var opaqueObjects = currentRenderList.opaque;
- var transparentObjects = currentRenderList.transparent;
- if ( scene.overrideMaterial ) {
- var overrideMaterial = scene.overrideMaterial;
- if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
- if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
- } else {
- // opaque pass (front-to-back order)
- if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
- // transparent pass (back-to-front order)
- if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
- }
- //
- scene.onAfterRender( _this, scene, camera );
- //
- if ( _currentRenderTarget !== null ) {
- // Generate mipmap if we're using any kind of mipmap filtering
- textures.updateRenderTargetMipmap( _currentRenderTarget );
- // resolve multisample renderbuffers to a single-sample texture if necessary
- textures.updateMultisampleRenderTarget( _currentRenderTarget );
- }
- // Ensure depth buffer writing is enabled so it can be cleared on next render
- state.buffers.depth.setTest( true );
- state.buffers.depth.setMask( true );
- state.buffers.color.setMask( true );
- state.setPolygonOffset( false );
- if ( vr.enabled ) {
- vr.submitFrame();
- }
- // _gl.finish();
- currentRenderList = null;
- currentRenderState = null;
- };
- function projectObject( object, camera, groupOrder, sortObjects ) {
- if ( object.visible === false ) return;
- var visible = object.layers.test( camera.layers );
- if ( visible ) {
- if ( object.isGroup ) {
- groupOrder = object.renderOrder;
- } else if ( object.isLight ) {
- currentRenderState.pushLight( object );
- if ( object.castShadow ) {
- currentRenderState.pushShadow( object );
- }
- } else if ( object.isSprite ) {
- if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
- if ( sortObjects ) {
- _vector3.setFromMatrixPosition( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- var geometry = objects.update( object );
- var material = object.material;
- if ( material.visible ) {
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
- }
- }
- } else if ( object.isImmediateRenderObject ) {
- if ( sortObjects ) {
- _vector3.setFromMatrixPosition( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
- } else if ( object.isMesh || object.isLine || object.isPoints ) {
- if ( object.isSkinnedMesh ) {
- object.skeleton.update();
- }
- if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
- if ( sortObjects ) {
- _vector3.setFromMatrixPosition( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- var geometry = objects.update( object );
- var material = object.material;
- if ( Array.isArray( material ) ) {
- var groups = geometry.groups;
- for ( var i = 0, l = groups.length; i < l; i ++ ) {
- var group = groups[ i ];
- var groupMaterial = material[ group.materialIndex ];
- if ( groupMaterial && groupMaterial.visible ) {
- currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
- }
- }
- } else if ( material.visible ) {
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
- }
- }
- }
- }
- var children = object.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- projectObject( children[ i ], camera, groupOrder, sortObjects );
- }
- }
- function renderObjects( renderList, scene, camera, overrideMaterial ) {
- for ( var i = 0, l = renderList.length; i < l; i ++ ) {
- var renderItem = renderList[ i ];
- var object = renderItem.object;
- var geometry = renderItem.geometry;
- var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
- var group = renderItem.group;
- if ( camera.isArrayCamera ) {
- _currentArrayCamera = camera;
- var cameras = camera.cameras;
- for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
- var camera2 = cameras[ j ];
- if ( object.layers.test( camera2.layers ) ) {
- state.viewport( _currentViewport.copy( camera2.viewport ) );
- currentRenderState.setupLights( camera2 );
- renderObject( object, scene, camera2, geometry, material, group );
- }
- }
- } else {
- _currentArrayCamera = null;
- renderObject( object, scene, camera, geometry, material, group );
- }
- }
- }
- function renderObject( object, scene, camera, geometry, material, group ) {
- object.onBeforeRender( _this, scene, camera, geometry, material, group );
- currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
- object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
- if ( object.isImmediateRenderObject ) {
- state.setMaterial( material );
- var program = setProgram( camera, scene.fog, material, object );
- _currentGeometryProgram.geometry = null;
- _currentGeometryProgram.program = null;
- _currentGeometryProgram.wireframe = false;
- renderObjectImmediate( object, program );
- } else {
- _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
- }
- object.onAfterRender( _this, scene, camera, geometry, material, group );
- currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
- }
- function initMaterial( material, fog, object ) {
- var materialProperties = properties.get( material );
- var lights = currentRenderState.state.lights;
- var shadowsArray = currentRenderState.state.shadowsArray;
- var lightsHash = materialProperties.lightsHash;
- var lightsStateHash = lights.state.hash;
- var parameters = programCache.getParameters(
- material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
- var code = programCache.getProgramCode( material, parameters );
- var program = materialProperties.program;
- var programChange = true;
- if ( program === undefined ) {
- // new material
- material.addEventListener( 'dispose', onMaterialDispose );
- } else if ( program.code !== code ) {
- // changed glsl or parameters
- releaseMaterialProgramReference( material );
- } else if ( lightsHash.stateID !== lightsStateHash.stateID ||
- lightsHash.directionalLength !== lightsStateHash.directionalLength ||
- lightsHash.pointLength !== lightsStateHash.pointLength ||
- lightsHash.spotLength !== lightsStateHash.spotLength ||
- lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
- lightsHash.hemiLength !== lightsStateHash.hemiLength ||
- lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {
- lightsHash.stateID = lightsStateHash.stateID;
- lightsHash.directionalLength = lightsStateHash.directionalLength;
- lightsHash.pointLength = lightsStateHash.pointLength;
- lightsHash.spotLength = lightsStateHash.spotLength;
- lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
- lightsHash.hemiLength = lightsStateHash.hemiLength;
- lightsHash.shadowsLength = lightsStateHash.shadowsLength;
- programChange = false;
- } else if ( parameters.shaderID !== undefined ) {
- // same glsl and uniform list
- return;
- } else {
- // only rebuild uniform list
- programChange = false;
- }
- if ( programChange ) {
- if ( parameters.shaderID ) {
- var shader = ShaderLib[ parameters.shaderID ];
- materialProperties.shader = {
- name: material.type,
- uniforms: cloneUniforms( shader.uniforms ),
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- };
- } else {
- materialProperties.shader = {
- name: material.type,
- uniforms: material.uniforms,
- vertexShader: material.vertexShader,
- fragmentShader: material.fragmentShader
- };
- }
- material.onBeforeCompile( materialProperties.shader, _this );
- // Computing code again as onBeforeCompile may have changed the shaders
- code = programCache.getProgramCode( material, parameters );
- program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
- materialProperties.program = program;
- material.program = program;
- }
- var programAttributes = program.getAttributes();
- if ( material.morphTargets ) {
- material.numSupportedMorphTargets = 0;
- for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
- if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
- material.numSupportedMorphTargets ++;
- }
- }
- }
- if ( material.morphNormals ) {
- material.numSupportedMorphNormals = 0;
- for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
- if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
- material.numSupportedMorphNormals ++;
- }
- }
- }
- var uniforms = materialProperties.shader.uniforms;
- if ( ! material.isShaderMaterial &&
- ! material.isRawShaderMaterial ||
- material.clipping === true ) {
- materialProperties.numClippingPlanes = _clipping.numPlanes;
- materialProperties.numIntersection = _clipping.numIntersection;
- uniforms.clippingPlanes = _clipping.uniform;
- }
- materialProperties.fog = fog;
- // store the light setup it was created for
- if ( lightsHash === undefined ) {
- materialProperties.lightsHash = lightsHash = {};
- }
- lightsHash.stateID = lightsStateHash.stateID;
- lightsHash.directionalLength = lightsStateHash.directionalLength;
- lightsHash.pointLength = lightsStateHash.pointLength;
- lightsHash.spotLength = lightsStateHash.spotLength;
- lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
- lightsHash.hemiLength = lightsStateHash.hemiLength;
- lightsHash.shadowsLength = lightsStateHash.shadowsLength;
- if ( material.lights ) {
- // wire up the material to this renderer's lighting state
- uniforms.ambientLightColor.value = lights.state.ambient;
- uniforms.lightProbe.value = lights.state.probe;
- uniforms.directionalLights.value = lights.state.directional;
- uniforms.spotLights.value = lights.state.spot;
- uniforms.rectAreaLights.value = lights.state.rectArea;
- uniforms.pointLights.value = lights.state.point;
- uniforms.hemisphereLights.value = lights.state.hemi;
- uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
- uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
- uniforms.spotShadowMap.value = lights.state.spotShadowMap;
- uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
- uniforms.pointShadowMap.value = lights.state.pointShadowMap;
- uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
- // TODO (abelnation): add area lights shadow info to uniforms
- }
- var progUniforms = materialProperties.program.getUniforms(),
- uniformsList =
- WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
- materialProperties.uniformsList = uniformsList;
- }
- function setProgram( camera, fog, material, object ) {
- textures.resetTextureUnits();
- var materialProperties = properties.get( material );
- var lights = currentRenderState.state.lights;
- var lightsHash = materialProperties.lightsHash;
- var lightsStateHash = lights.state.hash;
- if ( _clippingEnabled ) {
- if ( _localClippingEnabled || camera !== _currentCamera ) {
- var useCache =
- camera === _currentCamera &&
- material.id === _currentMaterialId;
- // we might want to call this function with some ClippingGroup
- // object instead of the material, once it becomes feasible
- // (#8465, #8379)
- _clipping.setState(
- material.clippingPlanes, material.clipIntersection, material.clipShadows,
- camera, materialProperties, useCache );
- }
- }
- if ( material.needsUpdate === false ) {
- if ( materialProperties.program === undefined ) {
- material.needsUpdate = true;
- } else if ( material.fog && materialProperties.fog !== fog ) {
- material.needsUpdate = true;
- } else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
- lightsHash.directionalLength !== lightsStateHash.directionalLength ||
- lightsHash.pointLength !== lightsStateHash.pointLength ||
- lightsHash.spotLength !== lightsStateHash.spotLength ||
- lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
- lightsHash.hemiLength !== lightsStateHash.hemiLength ||
- lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
- material.needsUpdate = true;
- } else if ( materialProperties.numClippingPlanes !== undefined &&
- ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
- materialProperties.numIntersection !== _clipping.numIntersection ) ) {
- material.needsUpdate = true;
- }
- }
- if ( material.needsUpdate ) {
- initMaterial( material, fog, object );
- material.needsUpdate = false;
- }
- var refreshProgram = false;
- var refreshMaterial = false;
- var refreshLights = false;
- var program = materialProperties.program,
- p_uniforms = program.getUniforms(),
- m_uniforms = materialProperties.shader.uniforms;
- if ( state.useProgram( program.program ) ) {
- refreshProgram = true;
- refreshMaterial = true;
- refreshLights = true;
- }
- if ( material.id !== _currentMaterialId ) {
- _currentMaterialId = material.id;
- refreshMaterial = true;
- }
- if ( refreshProgram || _currentCamera !== camera ) {
- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
- if ( capabilities.logarithmicDepthBuffer ) {
- p_uniforms.setValue( _gl, 'logDepthBufFC',
- 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
- }
- if ( _currentCamera !== camera ) {
- _currentCamera = camera;
- // lighting uniforms depend on the camera so enforce an update
- // now, in case this material supports lights - or later, when
- // the next material that does gets activated:
- refreshMaterial = true; // set to true on material change
- refreshLights = true; // remains set until update done
- }
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
- if ( material.isShaderMaterial ||
- material.isMeshPhongMaterial ||
- material.isMeshStandardMaterial ||
- material.envMap ) {
- var uCamPos = p_uniforms.map.cameraPosition;
- if ( uCamPos !== undefined ) {
- uCamPos.setValue( _gl,
- _vector3.setFromMatrixPosition( camera.matrixWorld ) );
- }
- }
- if ( material.isMeshPhongMaterial ||
- material.isMeshLambertMaterial ||
- material.isMeshBasicMaterial ||
- material.isMeshStandardMaterial ||
- material.isShaderMaterial ||
- material.skinning ) {
- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
- }
- }
- // skinning uniforms must be set even if material didn't change
- // auto-setting of texture unit for bone texture must go before other textures
- // not sure why, but otherwise weird things happen
- if ( material.skinning ) {
- p_uniforms.setOptional( _gl, object, 'bindMatrix' );
- p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
- var skeleton = object.skeleton;
- if ( skeleton ) {
- var bones = skeleton.bones;
- if ( capabilities.floatVertexTextures ) {
- if ( skeleton.boneTexture === undefined ) {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
- // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
- // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
- // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
- var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
- size = _Math.ceilPowerOfTwo( size );
- size = Math.max( size, 4 );
- var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
- boneMatrices.set( skeleton.boneMatrices ); // copy current values
- var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
- boneTexture.needsUpdate = true;
- skeleton.boneMatrices = boneMatrices;
- skeleton.boneTexture = boneTexture;
- skeleton.boneTextureSize = size;
- }
- p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
- p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
- } else {
- p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
- }
- }
- }
- if ( refreshMaterial ) {
- p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
- p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
- if ( material.lights ) {
- // the current material requires lighting info
- // note: all lighting uniforms are always set correctly
- // they simply reference the renderer's state for their
- // values
- //
- // use the current material's .needsUpdate flags to set
- // the GL state when required
- markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
- }
- // refresh uniforms common to several materials
- if ( fog && material.fog ) {
- refreshUniformsFog( m_uniforms, fog );
- }
- if ( material.isMeshBasicMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- } else if ( material.isMeshLambertMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- refreshUniformsLambert( m_uniforms, material );
- } else if ( material.isMeshPhongMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- if ( material.isMeshToonMaterial ) {
- refreshUniformsToon( m_uniforms, material );
- } else {
- refreshUniformsPhong( m_uniforms, material );
- }
- } else if ( material.isMeshStandardMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- if ( material.isMeshPhysicalMaterial ) {
- refreshUniformsPhysical( m_uniforms, material );
- } else {
- refreshUniformsStandard( m_uniforms, material );
- }
- } else if ( material.isMeshMatcapMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- refreshUniformsMatcap( m_uniforms, material );
- } else if ( material.isMeshDepthMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- refreshUniformsDepth( m_uniforms, material );
- } else if ( material.isMeshDistanceMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- refreshUniformsDistance( m_uniforms, material );
- } else if ( material.isMeshNormalMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- refreshUniformsNormal( m_uniforms, material );
- } else if ( material.isLineBasicMaterial ) {
- refreshUniformsLine( m_uniforms, material );
- if ( material.isLineDashedMaterial ) {
- refreshUniformsDash( m_uniforms, material );
- }
- } else if ( material.isPointsMaterial ) {
- refreshUniformsPoints( m_uniforms, material );
- } else if ( material.isSpriteMaterial ) {
- refreshUniformsSprites( m_uniforms, material );
- } else if ( material.isShadowMaterial ) {
- m_uniforms.color.value.copy( material.color );
- m_uniforms.opacity.value = material.opacity;
- }
- // RectAreaLight Texture
- // TODO (mrdoob): Find a nicer implementation
- if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
- if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
- WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
- }
- if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
- WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
- material.uniformsNeedUpdate = false;
- }
- if ( material.isSpriteMaterial ) {
- p_uniforms.setValue( _gl, 'center', object.center );
- }
- // common matrices
- p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
- p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
- p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
- return program;
- }
- // Uniforms (refresh uniforms objects)
- function refreshUniformsCommon( uniforms, material ) {
- uniforms.opacity.value = material.opacity;
- if ( material.color ) {
- uniforms.diffuse.value.copy( material.color );
- }
- if ( material.emissive ) {
- uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
- }
- if ( material.map ) {
- uniforms.map.value = material.map;
- }
- if ( material.alphaMap ) {
- uniforms.alphaMap.value = material.alphaMap;
- }
- if ( material.specularMap ) {
- uniforms.specularMap.value = material.specularMap;
- }
- if ( material.envMap ) {
- uniforms.envMap.value = material.envMap;
- // don't flip CubeTexture envMaps, flip everything else:
- // WebGLRenderTargetCube will be flipped for backwards compatibility
- // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
- // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
- uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
- uniforms.reflectivity.value = material.reflectivity;
- uniforms.refractionRatio.value = material.refractionRatio;
- uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
- }
- if ( material.lightMap ) {
- uniforms.lightMap.value = material.lightMap;
- uniforms.lightMapIntensity.value = material.lightMapIntensity;
- }
- if ( material.aoMap ) {
- uniforms.aoMap.value = material.aoMap;
- uniforms.aoMapIntensity.value = material.aoMapIntensity;
- }
- // uv repeat and offset setting priorities
- // 1. color map
- // 2. specular map
- // 3. normal map
- // 4. bump map
- // 5. alpha map
- // 6. emissive map
- var uvScaleMap;
- if ( material.map ) {
- uvScaleMap = material.map;
- } else if ( material.specularMap ) {
- uvScaleMap = material.specularMap;
- } else if ( material.displacementMap ) {
- uvScaleMap = material.displacementMap;
- } else if ( material.normalMap ) {
- uvScaleMap = material.normalMap;
- } else if ( material.bumpMap ) {
- uvScaleMap = material.bumpMap;
- } else if ( material.roughnessMap ) {
- uvScaleMap = material.roughnessMap;
- } else if ( material.metalnessMap ) {
- uvScaleMap = material.metalnessMap;
- } else if ( material.alphaMap ) {
- uvScaleMap = material.alphaMap;
- } else if ( material.emissiveMap ) {
- uvScaleMap = material.emissiveMap;
- }
- if ( uvScaleMap !== undefined ) {
- // backwards compatibility
- if ( uvScaleMap.isWebGLRenderTarget ) {
- uvScaleMap = uvScaleMap.texture;
- }
- if ( uvScaleMap.matrixAutoUpdate === true ) {
- uvScaleMap.updateMatrix();
- }
- uniforms.uvTransform.value.copy( uvScaleMap.matrix );
- }
- }
- function refreshUniformsLine( uniforms, material ) {
- uniforms.diffuse.value.copy( material.color );
- uniforms.opacity.value = material.opacity;
- }
- function refreshUniformsDash( uniforms, material ) {
- uniforms.dashSize.value = material.dashSize;
- uniforms.totalSize.value = material.dashSize + material.gapSize;
- uniforms.scale.value = material.scale;
- }
- function refreshUniformsPoints( uniforms, material ) {
- uniforms.diffuse.value.copy( material.color );
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size * _pixelRatio;
- uniforms.scale.value = _height * 0.5;
- uniforms.map.value = material.map;
- if ( material.map !== null ) {
- if ( material.map.matrixAutoUpdate === true ) {
- material.map.updateMatrix();
- }
- uniforms.uvTransform.value.copy( material.map.matrix );
- }
- }
- function refreshUniformsSprites( uniforms, material ) {
- uniforms.diffuse.value.copy( material.color );
- uniforms.opacity.value = material.opacity;
- uniforms.rotation.value = material.rotation;
- uniforms.map.value = material.map;
- if ( material.map !== null ) {
- if ( material.map.matrixAutoUpdate === true ) {
- material.map.updateMatrix();
- }
- uniforms.uvTransform.value.copy( material.map.matrix );
- }
- }
- function refreshUniformsFog( uniforms, fog ) {
- uniforms.fogColor.value.copy( fog.color );
- if ( fog.isFog ) {
- uniforms.fogNear.value = fog.near;
- uniforms.fogFar.value = fog.far;
- } else if ( fog.isFogExp2 ) {
- uniforms.fogDensity.value = fog.density;
- }
- }
- function refreshUniformsLambert( uniforms, material ) {
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- }
- function refreshUniformsPhong( uniforms, material ) {
- uniforms.specular.value.copy( material.specular );
- uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- if ( material.side === BackSide ) uniforms.normalScale.value.negate();
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- function refreshUniformsToon( uniforms, material ) {
- refreshUniformsPhong( uniforms, material );
- if ( material.gradientMap ) {
- uniforms.gradientMap.value = material.gradientMap;
- }
- }
- function refreshUniformsStandard( uniforms, material ) {
- uniforms.roughness.value = material.roughness;
- uniforms.metalness.value = material.metalness;
- if ( material.roughnessMap ) {
- uniforms.roughnessMap.value = material.roughnessMap;
- }
- if ( material.metalnessMap ) {
- uniforms.metalnessMap.value = material.metalnessMap;
- }
- if ( material.emissiveMap ) {
- uniforms.emissiveMap.value = material.emissiveMap;
- }
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- if ( material.side === BackSide ) uniforms.normalScale.value.negate();
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- if ( material.envMap ) {
- //uniforms.envMap.value = material.envMap; // part of uniforms common
- uniforms.envMapIntensity.value = material.envMapIntensity;
- }
- }
- function refreshUniformsPhysical( uniforms, material ) {
- refreshUniformsStandard( uniforms, material );
- uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
- uniforms.clearCoat.value = material.clearCoat;
- uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
- }
- function refreshUniformsMatcap( uniforms, material ) {
- if ( material.matcap ) {
- uniforms.matcap.value = material.matcap;
- }
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- if ( material.side === BackSide ) uniforms.normalScale.value.negate();
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- function refreshUniformsDepth( uniforms, material ) {
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- function refreshUniformsDistance( uniforms, material ) {
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- uniforms.referencePosition.value.copy( material.referencePosition );
- uniforms.nearDistance.value = material.nearDistance;
- uniforms.farDistance.value = material.farDistance;
- }
- function refreshUniformsNormal( uniforms, material ) {
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- if ( material.side === BackSide ) uniforms.normalScale.value.negate();
- }
- if ( material.displacementMap ) {
- uniforms.displacementMap.value = material.displacementMap;
- uniforms.displacementScale.value = material.displacementScale;
- uniforms.displacementBias.value = material.displacementBias;
- }
- }
- // If uniforms are marked as clean, they don't need to be loaded to the GPU.
- function markUniformsLightsNeedsUpdate( uniforms, value ) {
- uniforms.ambientLightColor.needsUpdate = value;
- uniforms.lightProbe.needsUpdate = value;
- uniforms.directionalLights.needsUpdate = value;
- uniforms.pointLights.needsUpdate = value;
- uniforms.spotLights.needsUpdate = value;
- uniforms.rectAreaLights.needsUpdate = value;
- uniforms.hemisphereLights.needsUpdate = value;
- }
- //
- this.setFramebuffer = function ( value ) {
- _framebuffer = value;
- };
- this.getRenderTarget = function () {
- return _currentRenderTarget;
- };
- this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
- _currentRenderTarget = renderTarget;
- if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
- textures.setupRenderTarget( renderTarget );
- }
- var framebuffer = _framebuffer;
- var isCube = false;
- if ( renderTarget ) {
- var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
- if ( renderTarget.isWebGLRenderTargetCube ) {
- framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
- isCube = true;
- } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
- framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
- } else {
- framebuffer = __webglFramebuffer;
- }
- _currentViewport.copy( renderTarget.viewport );
- _currentScissor.copy( renderTarget.scissor );
- _currentScissorTest = renderTarget.scissorTest;
- } else {
- _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
- _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
- _currentScissorTest = _scissorTest;
- }
- if ( _currentFramebuffer !== framebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _currentFramebuffer = framebuffer;
- }
- state.viewport( _currentViewport );
- state.scissor( _currentScissor );
- state.setScissorTest( _currentScissorTest );
- if ( isCube ) {
- var textureProperties = properties.get( renderTarget.texture );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
- }
- };
- this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
- if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
- return;
- }
- var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
- if ( framebuffer ) {
- var restore = false;
- if ( framebuffer !== _currentFramebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- restore = true;
- }
- try {
- var texture = renderTarget.texture;
- var textureFormat = texture.format;
- var textureType = texture.type;
- if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
- return;
- }
- if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
- ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
- ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
- return;
- }
- if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
- // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
- if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
- _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
- }
- } else {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
- }
- } finally {
- if ( restore ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
- }
- }
- }
- };
- this.copyFramebufferToTexture = function ( position, texture, level ) {
- var width = texture.image.width;
- var height = texture.image.height;
- var glFormat = utils.convert( texture.format );
- textures.setTexture2D( texture, 0 );
- _gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );
- };
- this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
- var width = srcTexture.image.width;
- var height = srcTexture.image.height;
- var glFormat = utils.convert( dstTexture.format );
- var glType = utils.convert( dstTexture.type );
- textures.setTexture2D( dstTexture, 0 );
- if ( srcTexture.isDataTexture ) {
- _gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
- } else {
- _gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
- }
- };
- }
- export { WebGLRenderer };
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