WebGLRenderer.js 84 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _width = _canvas.width,
  13. _height = _canvas.height,
  14. pixelRatio = 1,
  15. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  16. _depth = parameters.depth !== undefined ? parameters.depth : true,
  17. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  18. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  19. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  20. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. var lights = [];
  24. var opaqueObjects = [];
  25. var opaqueObjectsLastIndex = - 1;
  26. var transparentObjects = [];
  27. var transparentObjectsLastIndex = - 1;
  28. var morphInfluences = new Float32Array( 8 );
  29. var sprites = [];
  30. var lensFlares = [];
  31. // public properties
  32. this.domElement = _canvas;
  33. this.context = null;
  34. // clearing
  35. this.autoClear = true;
  36. this.autoClearColor = true;
  37. this.autoClearDepth = true;
  38. this.autoClearStencil = true;
  39. // scene graph
  40. this.sortObjects = true;
  41. // physically based shading
  42. this.gammaFactor = 2.0; // for backwards compatibility
  43. this.gammaInput = false;
  44. this.gammaOutput = false;
  45. // morphs
  46. this.maxMorphTargets = 8;
  47. this.maxMorphNormals = 4;
  48. // flags
  49. this.autoScaleCubemaps = true;
  50. // internal properties
  51. var _this = this,
  52. // internal state cache
  53. _currentProgram = null,
  54. _currentFramebuffer = null,
  55. _currentMaterialId = - 1,
  56. _currentGeometryProgram = '',
  57. _currentCamera = null,
  58. _usedTextureUnits = 0,
  59. _viewportX = 0,
  60. _viewportY = 0,
  61. _viewportWidth = _canvas.width,
  62. _viewportHeight = _canvas.height,
  63. _currentWidth = 0,
  64. _currentHeight = 0,
  65. // frustum
  66. _frustum = new THREE.Frustum(),
  67. // camera matrices cache
  68. _projScreenMatrix = new THREE.Matrix4(),
  69. _vector3 = new THREE.Vector3(),
  70. // light arrays cache
  71. _direction = new THREE.Vector3(),
  72. _lightsNeedUpdate = true,
  73. _lights = {
  74. ambient: [ 0, 0, 0 ],
  75. directional: { length: 0, colors: [], positions: [] },
  76. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  77. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  78. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  79. },
  80. // info
  81. _infoMemory = {
  82. geometries: 0,
  83. textures: 0
  84. },
  85. _infoRender = {
  86. calls: 0,
  87. vertices: 0,
  88. faces: 0,
  89. points: 0
  90. };
  91. this.info = {
  92. render: _infoRender,
  93. memory: _infoMemory,
  94. programs: null
  95. };
  96. // initialize
  97. var _gl;
  98. try {
  99. var attributes = {
  100. alpha: _alpha,
  101. depth: _depth,
  102. stencil: _stencil,
  103. antialias: _antialias,
  104. premultipliedAlpha: _premultipliedAlpha,
  105. preserveDrawingBuffer: _preserveDrawingBuffer
  106. };
  107. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  108. if ( _gl === null ) {
  109. if ( _canvas.getContext( 'webgl' ) !== null ) {
  110. throw 'Error creating WebGL context with your selected attributes.';
  111. } else {
  112. throw 'Error creating WebGL context.';
  113. }
  114. }
  115. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  116. } catch ( error ) {
  117. console.error( 'THREE.WebGLRenderer: ' + error );
  118. }
  119. var extensions = new THREE.WebGLExtensions( _gl );
  120. extensions.get( 'OES_texture_float' );
  121. extensions.get( 'OES_texture_float_linear' );
  122. extensions.get( 'OES_texture_half_float' );
  123. extensions.get( 'OES_texture_half_float_linear' );
  124. extensions.get( 'OES_standard_derivatives' );
  125. extensions.get( 'ANGLE_instanced_arrays' );
  126. if ( extensions.get( 'OES_element_index_uint' ) ) {
  127. THREE.BufferGeometry.MaxIndex = 4294967296;
  128. }
  129. var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
  130. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  131. var properties = new THREE.WebGLProperties();
  132. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  133. var programCache = new THREE.WebGLPrograms( this, capabilities );
  134. this.info.programs = programCache.programs;
  135. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  136. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  137. //
  138. function glClearColor( r, g, b, a ) {
  139. if ( _premultipliedAlpha === true ) {
  140. r *= a; g *= a; b *= a;
  141. }
  142. _gl.clearColor( r, g, b, a );
  143. }
  144. function setDefaultGLState() {
  145. state.init();
  146. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  147. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  148. }
  149. function resetGLState() {
  150. _currentProgram = null;
  151. _currentCamera = null;
  152. _currentGeometryProgram = '';
  153. _currentMaterialId = - 1;
  154. _lightsNeedUpdate = true;
  155. state.reset();
  156. }
  157. setDefaultGLState();
  158. this.context = _gl;
  159. this.capabilities = capabilities;
  160. this.extensions = extensions;
  161. this.state = state;
  162. // shadow map
  163. var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
  164. this.shadowMap = shadowMap;
  165. // Plugins
  166. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  167. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  168. // API
  169. this.getContext = function () {
  170. return _gl;
  171. };
  172. this.getContextAttributes = function () {
  173. return _gl.getContextAttributes();
  174. };
  175. this.forceContextLoss = function () {
  176. extensions.get( 'WEBGL_lose_context' ).loseContext();
  177. };
  178. this.getMaxAnisotropy = ( function () {
  179. var value;
  180. return function getMaxAnisotropy() {
  181. if ( value !== undefined ) return value;
  182. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  183. if ( extension !== null ) {
  184. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  185. } else {
  186. value = 0;
  187. }
  188. return value;
  189. }
  190. } )();
  191. this.getPrecision = function () {
  192. return capabilities.precision;
  193. };
  194. this.getPixelRatio = function () {
  195. return pixelRatio;
  196. };
  197. this.setPixelRatio = function ( value ) {
  198. if ( value !== undefined ) pixelRatio = value;
  199. };
  200. this.getSize = function () {
  201. return {
  202. width: _width,
  203. height: _height
  204. };
  205. };
  206. this.setSize = function ( width, height, updateStyle ) {
  207. _width = width;
  208. _height = height;
  209. _canvas.width = width * pixelRatio;
  210. _canvas.height = height * pixelRatio;
  211. if ( updateStyle !== false ) {
  212. _canvas.style.width = width + 'px';
  213. _canvas.style.height = height + 'px';
  214. }
  215. this.setViewport( 0, 0, width, height );
  216. };
  217. this.setViewport = function ( x, y, width, height ) {
  218. _viewportX = x * pixelRatio;
  219. _viewportY = y * pixelRatio;
  220. _viewportWidth = width * pixelRatio;
  221. _viewportHeight = height * pixelRatio;
  222. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  223. };
  224. this.getViewport = function ( dimensions ) {
  225. dimensions.x = _viewportX / pixelRatio;
  226. dimensions.y = _viewportY / pixelRatio;
  227. dimensions.z = _viewportWidth / pixelRatio;
  228. dimensions.w = _viewportHeight / pixelRatio;
  229. };
  230. this.setScissor = function ( x, y, width, height ) {
  231. _gl.scissor(
  232. x * pixelRatio,
  233. y * pixelRatio,
  234. width * pixelRatio,
  235. height * pixelRatio
  236. );
  237. };
  238. this.enableScissorTest = function ( boolean ) {
  239. state.setScissorTest( boolean );
  240. };
  241. // Clearing
  242. this.getClearColor = function () {
  243. return _clearColor;
  244. };
  245. this.setClearColor = function ( color, alpha ) {
  246. _clearColor.set( color );
  247. _clearAlpha = alpha !== undefined ? alpha : 1;
  248. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  249. };
  250. this.getClearAlpha = function () {
  251. return _clearAlpha;
  252. };
  253. this.setClearAlpha = function ( alpha ) {
  254. _clearAlpha = alpha;
  255. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  256. };
  257. this.clear = function ( color, depth, stencil ) {
  258. var bits = 0;
  259. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  260. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  261. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  262. _gl.clear( bits );
  263. };
  264. this.clearColor = function () {
  265. _gl.clear( _gl.COLOR_BUFFER_BIT );
  266. };
  267. this.clearDepth = function () {
  268. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  269. };
  270. this.clearStencil = function () {
  271. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  272. };
  273. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  274. this.setRenderTarget( renderTarget );
  275. this.clear( color, depth, stencil );
  276. };
  277. // Reset
  278. this.resetGLState = resetGLState;
  279. this.dispose = function() {
  280. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  281. };
  282. // Events
  283. function onContextLost( event ) {
  284. event.preventDefault();
  285. resetGLState();
  286. setDefaultGLState();
  287. properties.clear();
  288. };
  289. function onTextureDispose( event ) {
  290. var texture = event.target;
  291. texture.removeEventListener( 'dispose', onTextureDispose );
  292. deallocateTexture( texture );
  293. _infoMemory.textures --;
  294. }
  295. function onRenderTargetDispose( event ) {
  296. var renderTarget = event.target;
  297. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  298. deallocateRenderTarget( renderTarget );
  299. _infoMemory.textures --;
  300. }
  301. function onMaterialDispose( event ) {
  302. var material = event.target;
  303. material.removeEventListener( 'dispose', onMaterialDispose );
  304. deallocateMaterial( material );
  305. }
  306. // Buffer deallocation
  307. function deallocateTexture( texture ) {
  308. var textureProperties = properties.get( texture );
  309. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  310. // cube texture
  311. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  312. } else {
  313. // 2D texture
  314. if ( textureProperties.__webglInit === undefined ) return;
  315. _gl.deleteTexture( textureProperties.__webglTexture );
  316. }
  317. // remove all webgl properties
  318. properties.delete( texture );
  319. }
  320. function deallocateRenderTarget( renderTarget ) {
  321. var renderTargetProperties = properties.get( renderTarget );
  322. var textureProperties = properties.get( renderTarget.texture );
  323. if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
  324. _gl.deleteTexture( textureProperties.__webglTexture );
  325. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  326. for ( var i = 0; i < 6; i ++ ) {
  327. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  328. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  329. }
  330. } else {
  331. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  332. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  333. }
  334. properties.delete( renderTarget.texture );
  335. properties.delete( renderTarget );
  336. }
  337. function deallocateMaterial( material ) {
  338. releaseMaterialProgramReference( material );
  339. properties.delete( material );
  340. }
  341. function releaseMaterialProgramReference( material ) {
  342. var programInfo = properties.get( material ).program;
  343. material.program = undefined;
  344. if ( programInfo !== undefined ) {
  345. programCache.releaseProgram( programInfo );
  346. }
  347. }
  348. // Buffer rendering
  349. this.renderBufferImmediate = function ( object, program, material ) {
  350. state.initAttributes();
  351. var buffers = properties.get( object );
  352. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  353. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  354. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  355. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  356. var attributes = program.getAttributes();
  357. if ( object.hasPositions ) {
  358. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  359. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  360. state.enableAttribute( attributes.position );
  361. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  362. }
  363. if ( object.hasNormals ) {
  364. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  365. if ( material.type !== 'MeshPhongMaterial' && material.shading === THREE.FlatShading ) {
  366. for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  367. var array = object.normalArray;
  368. var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  369. var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  370. var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  371. array[ i + 0 ] = nx;
  372. array[ i + 1 ] = ny;
  373. array[ i + 2 ] = nz;
  374. array[ i + 3 ] = nx;
  375. array[ i + 4 ] = ny;
  376. array[ i + 5 ] = nz;
  377. array[ i + 6 ] = nx;
  378. array[ i + 7 ] = ny;
  379. array[ i + 8 ] = nz;
  380. }
  381. }
  382. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  383. state.enableAttribute( attributes.normal );
  384. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  385. }
  386. if ( object.hasUvs && material.map ) {
  387. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  388. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  389. state.enableAttribute( attributes.uv );
  390. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  391. }
  392. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  393. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  394. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  395. state.enableAttribute( attributes.color );
  396. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  397. }
  398. state.disableUnusedAttributes();
  399. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  400. object.count = 0;
  401. };
  402. this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object, group ) {
  403. setMaterial( material );
  404. var program = setProgram( camera, lights, fog, material, object );
  405. var updateBuffers = false;
  406. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  407. if ( geometryProgram !== _currentGeometryProgram ) {
  408. _currentGeometryProgram = geometryProgram;
  409. updateBuffers = true;
  410. }
  411. // morph targets
  412. var morphTargetInfluences = object.morphTargetInfluences;
  413. if ( morphTargetInfluences !== undefined ) {
  414. var activeInfluences = [];
  415. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  416. var influence = morphTargetInfluences[ i ];
  417. activeInfluences.push( [ influence, i ] );
  418. }
  419. activeInfluences.sort( numericalSort );
  420. if ( activeInfluences.length > 8 ) {
  421. activeInfluences.length = 8;
  422. }
  423. var morphAttributes = geometry.morphAttributes;
  424. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  425. var influence = activeInfluences[ i ];
  426. morphInfluences[ i ] = influence[ 0 ];
  427. if ( influence[ 0 ] !== 0 ) {
  428. var index = influence[ 1 ];
  429. if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  430. if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  431. } else {
  432. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  433. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  434. }
  435. }
  436. var uniforms = program.getUniforms();
  437. if ( uniforms.morphTargetInfluences !== null ) {
  438. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  439. }
  440. updateBuffers = true;
  441. }
  442. //
  443. var index = geometry.index;
  444. var position = geometry.attributes.position;
  445. if ( material.wireframe === true ) {
  446. index = objects.getWireframeAttribute( geometry );
  447. }
  448. var renderer;
  449. if ( index !== null ) {
  450. renderer = indexedBufferRenderer;
  451. renderer.setIndex( index );
  452. } else {
  453. renderer = bufferRenderer;
  454. }
  455. if ( updateBuffers ) {
  456. setupVertexAttributes( material, program, geometry );
  457. if ( index !== null ) {
  458. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  459. }
  460. }
  461. //
  462. var dataStart = 0;
  463. var dataCount = Infinity;
  464. if ( index !== null ) {
  465. dataCount = index.count
  466. } else if ( position !== undefined ) {
  467. dataCount = position.count;
  468. }
  469. var rangeStart = geometry.drawRange.start;
  470. var rangeCount = geometry.drawRange.count;
  471. var groupStart = group !== null ? group.start : 0;
  472. var groupCount = group !== null ? group.count : Infinity;
  473. var drawStart = Math.max( dataStart, rangeStart, groupStart );
  474. var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  475. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  476. //
  477. if ( object instanceof THREE.Mesh ) {
  478. if ( material.wireframe === true ) {
  479. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  480. renderer.setMode( _gl.LINES );
  481. } else {
  482. renderer.setMode( _gl.TRIANGLES );
  483. }
  484. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  485. renderer.renderInstances( geometry );
  486. } else {
  487. renderer.render( drawStart, drawCount );
  488. }
  489. } else if ( object instanceof THREE.Line ) {
  490. var lineWidth = material.linewidth;
  491. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  492. state.setLineWidth( lineWidth * pixelRatio );
  493. if ( object instanceof THREE.LineSegments ) {
  494. renderer.setMode( _gl.LINES );
  495. } else {
  496. renderer.setMode( _gl.LINE_STRIP );
  497. }
  498. renderer.render( drawStart, drawCount );
  499. } else if ( object instanceof THREE.Points ) {
  500. renderer.setMode( _gl.POINTS );
  501. renderer.render( drawStart, drawCount );
  502. }
  503. };
  504. function setupVertexAttributes( material, program, geometry, startIndex ) {
  505. var extension;
  506. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  507. extension = extensions.get( 'ANGLE_instanced_arrays' );
  508. if ( extension === null ) {
  509. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  510. return;
  511. }
  512. }
  513. if ( startIndex === undefined ) startIndex = 0;
  514. state.initAttributes();
  515. var geometryAttributes = geometry.attributes;
  516. var programAttributes = program.getAttributes();
  517. var materialDefaultAttributeValues = material.defaultAttributeValues;
  518. for ( var name in programAttributes ) {
  519. var programAttribute = programAttributes[ name ];
  520. if ( programAttribute >= 0 ) {
  521. var geometryAttribute = geometryAttributes[ name ];
  522. if ( geometryAttribute !== undefined ) {
  523. var size = geometryAttribute.itemSize;
  524. var buffer = objects.getAttributeBuffer( geometryAttribute );
  525. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  526. var data = geometryAttribute.data;
  527. var stride = data.stride;
  528. var offset = geometryAttribute.offset;
  529. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  530. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
  531. if ( geometry.maxInstancedCount === undefined ) {
  532. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  533. }
  534. } else {
  535. state.enableAttribute( programAttribute );
  536. }
  537. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  538. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  539. } else {
  540. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  541. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
  542. if ( geometry.maxInstancedCount === undefined ) {
  543. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  544. }
  545. } else {
  546. state.enableAttribute( programAttribute );
  547. }
  548. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  549. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  550. }
  551. } else if ( materialDefaultAttributeValues !== undefined ) {
  552. var value = materialDefaultAttributeValues[ name ];
  553. if ( value !== undefined ) {
  554. switch ( value.length ) {
  555. case 2:
  556. _gl.vertexAttrib2fv( programAttribute, value );
  557. break;
  558. case 3:
  559. _gl.vertexAttrib3fv( programAttribute, value );
  560. break;
  561. case 4:
  562. _gl.vertexAttrib4fv( programAttribute, value );
  563. break;
  564. default:
  565. _gl.vertexAttrib1fv( programAttribute, value );
  566. }
  567. }
  568. }
  569. }
  570. }
  571. state.disableUnusedAttributes();
  572. }
  573. // Sorting
  574. function numericalSort ( a, b ) {
  575. return b[ 0 ] - a[ 0 ];
  576. }
  577. function painterSortStable ( a, b ) {
  578. if ( a.object.renderOrder !== b.object.renderOrder ) {
  579. return a.object.renderOrder - b.object.renderOrder;
  580. } else if ( a.material.id !== b.material.id ) {
  581. return a.material.id - b.material.id;
  582. } else if ( a.z !== b.z ) {
  583. return a.z - b.z;
  584. } else {
  585. return a.id - b.id;
  586. }
  587. }
  588. function reversePainterSortStable ( a, b ) {
  589. if ( a.object.renderOrder !== b.object.renderOrder ) {
  590. return a.object.renderOrder - b.object.renderOrder;
  591. } if ( a.z !== b.z ) {
  592. return b.z - a.z;
  593. } else {
  594. return a.id - b.id;
  595. }
  596. }
  597. // Rendering
  598. this.render = function ( scene, camera, renderTarget, forceClear ) {
  599. if ( camera instanceof THREE.Camera === false ) {
  600. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  601. return;
  602. }
  603. var fog = scene.fog;
  604. // reset caching for this frame
  605. _currentGeometryProgram = '';
  606. _currentMaterialId = - 1;
  607. _currentCamera = null;
  608. _lightsNeedUpdate = true;
  609. // update scene graph
  610. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  611. // update camera matrices and frustum
  612. if ( camera.parent === null ) camera.updateMatrixWorld();
  613. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  614. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  615. _frustum.setFromMatrix( _projScreenMatrix );
  616. lights.length = 0;
  617. opaqueObjectsLastIndex = - 1;
  618. transparentObjectsLastIndex = - 1;
  619. sprites.length = 0;
  620. lensFlares.length = 0;
  621. projectObject( scene, camera );
  622. opaqueObjects.length = opaqueObjectsLastIndex + 1;
  623. transparentObjects.length = transparentObjectsLastIndex + 1;
  624. if ( _this.sortObjects === true ) {
  625. opaqueObjects.sort( painterSortStable );
  626. transparentObjects.sort( reversePainterSortStable );
  627. }
  628. //
  629. shadowMap.render( scene, camera );
  630. //
  631. _infoRender.calls = 0;
  632. _infoRender.vertices = 0;
  633. _infoRender.faces = 0;
  634. _infoRender.points = 0;
  635. this.setRenderTarget( renderTarget );
  636. if ( this.autoClear || forceClear ) {
  637. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  638. }
  639. //
  640. if ( scene.overrideMaterial ) {
  641. var overrideMaterial = scene.overrideMaterial;
  642. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  643. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  644. } else {
  645. // opaque pass (front-to-back order)
  646. state.setBlending( THREE.NoBlending );
  647. renderObjects( opaqueObjects, camera, lights, fog );
  648. // transparent pass (back-to-front order)
  649. renderObjects( transparentObjects, camera, lights, fog );
  650. }
  651. // custom render plugins (post pass)
  652. spritePlugin.render( scene, camera );
  653. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  654. // Generate mipmap if we're using any kind of mipmap filtering
  655. if ( renderTarget ) {
  656. var texture = renderTarget.texture;
  657. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
  658. if ( texture.generateMipmaps && isTargetPowerOfTwo && texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  659. updateRenderTargetMipmap( renderTarget );
  660. }
  661. }
  662. // Ensure depth buffer writing is enabled so it can be cleared on next render
  663. state.setDepthTest( true );
  664. state.setDepthWrite( true );
  665. state.setColorWrite( true );
  666. // _gl.finish();
  667. };
  668. function pushRenderItem( object, geometry, material, z, group ) {
  669. var array, index;
  670. // allocate the next position in the appropriate array
  671. if ( material.transparent ) {
  672. array = transparentObjects;
  673. index = ++ transparentObjectsLastIndex;
  674. } else {
  675. array = opaqueObjects;
  676. index = ++ opaqueObjectsLastIndex;
  677. }
  678. // recycle existing render item or grow the array
  679. var renderItem = array[ index ];
  680. if ( renderItem !== undefined ) {
  681. renderItem.id = object.id;
  682. renderItem.object = object;
  683. renderItem.geometry = geometry;
  684. renderItem.material = material;
  685. renderItem.z = _vector3.z;
  686. renderItem.group = group;
  687. } else {
  688. renderItem = {
  689. id: object.id,
  690. object: object,
  691. geometry: geometry,
  692. material: material,
  693. z: _vector3.z,
  694. group: group
  695. };
  696. // assert( index === array.length );
  697. array.push( renderItem );
  698. }
  699. }
  700. function projectObject( object, camera ) {
  701. if ( object.visible === false ) return;
  702. if ( object.layers.test( camera.layers ) ) {
  703. if ( object instanceof THREE.Light ) {
  704. lights.push( object );
  705. } else if ( object instanceof THREE.Sprite ) {
  706. sprites.push( object );
  707. } else if ( object instanceof THREE.LensFlare ) {
  708. lensFlares.push( object );
  709. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  710. if ( _this.sortObjects === true ) {
  711. _vector3.setFromMatrixPosition( object.matrixWorld );
  712. _vector3.applyProjection( _projScreenMatrix );
  713. }
  714. pushRenderItem( object, null, object.material, _vector3.z, null );
  715. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  716. if ( object instanceof THREE.SkinnedMesh ) {
  717. object.skeleton.update();
  718. }
  719. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  720. var material = object.material;
  721. if ( material.visible === true ) {
  722. if ( _this.sortObjects === true ) {
  723. _vector3.setFromMatrixPosition( object.matrixWorld );
  724. _vector3.applyProjection( _projScreenMatrix );
  725. }
  726. var geometry = objects.update( object );
  727. if ( material instanceof THREE.MeshFaceMaterial ) {
  728. var groups = geometry.groups;
  729. var materials = material.materials;
  730. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  731. var group = groups[ i ];
  732. var groupMaterial = materials[ group.materialIndex ];
  733. if ( groupMaterial.visible === true ) {
  734. pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  735. }
  736. }
  737. } else {
  738. pushRenderItem( object, geometry, material, _vector3.z, null );
  739. }
  740. }
  741. }
  742. }
  743. }
  744. var children = object.children;
  745. for ( var i = 0, l = children.length; i < l; i ++ ) {
  746. projectObject( children[ i ], camera );
  747. }
  748. }
  749. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  750. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  751. var renderItem = renderList[ i ];
  752. var object = renderItem.object;
  753. var geometry = renderItem.geometry;
  754. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  755. var group = renderItem.group;
  756. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  757. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  758. if ( object instanceof THREE.ImmediateRenderObject ) {
  759. setMaterial( material );
  760. var program = setProgram( camera, lights, fog, material, object );
  761. _currentGeometryProgram = '';
  762. object.render( function ( object ) {
  763. _this.renderBufferImmediate( object, program, material );
  764. } );
  765. } else {
  766. _this.renderBufferDirect( camera, lights, fog, geometry, material, object, group );
  767. }
  768. }
  769. }
  770. function initMaterial( material, lights, fog, object ) {
  771. var materialProperties = properties.get( material );
  772. var parameters = programCache.getParameters( material, lights, fog, object );
  773. var code = programCache.getProgramCode( material, parameters );
  774. var program = materialProperties.program;
  775. var programChange = true;
  776. if ( program === undefined ) {
  777. // new material
  778. material.addEventListener( 'dispose', onMaterialDispose );
  779. } else if ( program.code !== code ) {
  780. // changed glsl or parameters
  781. releaseMaterialProgramReference( material );
  782. } else if ( parameters.shaderID !== undefined ) {
  783. // same glsl and uniform list
  784. return;
  785. } else {
  786. // only rebuild uniform list
  787. programChange = false;
  788. }
  789. if ( programChange ) {
  790. if ( parameters.shaderID ) {
  791. var shader = THREE.ShaderLib[ parameters.shaderID ];
  792. materialProperties.__webglShader = {
  793. name: material.type,
  794. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  795. vertexShader: shader.vertexShader,
  796. fragmentShader: shader.fragmentShader
  797. };
  798. } else {
  799. materialProperties.__webglShader = {
  800. name: material.type,
  801. uniforms: material.uniforms,
  802. vertexShader: material.vertexShader,
  803. fragmentShader: material.fragmentShader
  804. };
  805. }
  806. material.__webglShader = materialProperties.__webglShader;
  807. program = programCache.acquireProgram( material, parameters, code );
  808. materialProperties.program = program;
  809. material.program = program;
  810. }
  811. var attributes = program.getAttributes();
  812. if ( material.morphTargets ) {
  813. material.numSupportedMorphTargets = 0;
  814. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  815. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  816. material.numSupportedMorphTargets ++;
  817. }
  818. }
  819. }
  820. if ( material.morphNormals ) {
  821. material.numSupportedMorphNormals = 0;
  822. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  823. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  824. material.numSupportedMorphNormals ++;
  825. }
  826. }
  827. }
  828. materialProperties.uniformsList = [];
  829. var uniformLocations = materialProperties.program.getUniforms();
  830. for ( var u in materialProperties.__webglShader.uniforms ) {
  831. var location = uniformLocations[ u ];
  832. if ( location ) {
  833. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  834. }
  835. }
  836. }
  837. function setMaterial( material ) {
  838. setMaterialFaces( material );
  839. if ( material.transparent === true ) {
  840. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  841. } else {
  842. state.setBlending( THREE.NoBlending );
  843. }
  844. state.setDepthFunc( material.depthFunc );
  845. state.setDepthTest( material.depthTest );
  846. state.setDepthWrite( material.depthWrite );
  847. state.setColorWrite( material.colorWrite );
  848. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  849. }
  850. function setMaterialFaces( material ) {
  851. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  852. state.setFlipSided( material.side === THREE.BackSide );
  853. }
  854. function setProgram( camera, lights, fog, material, object ) {
  855. _usedTextureUnits = 0;
  856. var materialProperties = properties.get( material );
  857. if ( material.needsUpdate || ! materialProperties.program ) {
  858. initMaterial( material, lights, fog, object );
  859. material.needsUpdate = false;
  860. }
  861. var refreshProgram = false;
  862. var refreshMaterial = false;
  863. var refreshLights = false;
  864. var program = materialProperties.program,
  865. p_uniforms = program.getUniforms(),
  866. m_uniforms = materialProperties.__webglShader.uniforms;
  867. if ( program.id !== _currentProgram ) {
  868. _gl.useProgram( program.program );
  869. _currentProgram = program.id;
  870. refreshProgram = true;
  871. refreshMaterial = true;
  872. refreshLights = true;
  873. }
  874. if ( material.id !== _currentMaterialId ) {
  875. if ( _currentMaterialId === - 1 ) refreshLights = true;
  876. _currentMaterialId = material.id;
  877. refreshMaterial = true;
  878. }
  879. if ( refreshProgram || camera !== _currentCamera ) {
  880. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  881. if ( capabilities.logarithmicDepthBuffer ) {
  882. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  883. }
  884. if ( camera !== _currentCamera ) _currentCamera = camera;
  885. // load material specific uniforms
  886. // (shader material also gets them for the sake of genericity)
  887. if ( material instanceof THREE.ShaderMaterial ||
  888. material instanceof THREE.MeshPhongMaterial ||
  889. material.envMap ) {
  890. if ( p_uniforms.cameraPosition !== undefined ) {
  891. _vector3.setFromMatrixPosition( camera.matrixWorld );
  892. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  893. }
  894. }
  895. if ( material instanceof THREE.MeshPhongMaterial ||
  896. material instanceof THREE.MeshLambertMaterial ||
  897. material instanceof THREE.MeshBasicMaterial ||
  898. material instanceof THREE.ShaderMaterial ||
  899. material.skinning ) {
  900. if ( p_uniforms.viewMatrix !== undefined ) {
  901. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  902. }
  903. }
  904. }
  905. // skinning uniforms must be set even if material didn't change
  906. // auto-setting of texture unit for bone texture must go before other textures
  907. // not sure why, but otherwise weird things happen
  908. if ( material.skinning ) {
  909. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  910. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  911. }
  912. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  913. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  914. }
  915. if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  916. if ( p_uniforms.boneTexture !== undefined ) {
  917. var textureUnit = getTextureUnit();
  918. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  919. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  920. }
  921. if ( p_uniforms.boneTextureWidth !== undefined ) {
  922. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  923. }
  924. if ( p_uniforms.boneTextureHeight !== undefined ) {
  925. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  926. }
  927. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  928. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  929. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  930. }
  931. }
  932. }
  933. if ( refreshMaterial ) {
  934. // refresh uniforms common to several materials
  935. if ( fog && material.fog ) {
  936. refreshUniformsFog( m_uniforms, fog );
  937. }
  938. if ( material instanceof THREE.MeshPhongMaterial ||
  939. material instanceof THREE.MeshLambertMaterial ||
  940. material.lights ) {
  941. if ( _lightsNeedUpdate ) {
  942. refreshLights = true;
  943. setupLights( lights, camera );
  944. _lightsNeedUpdate = false;
  945. }
  946. if ( refreshLights ) {
  947. refreshUniformsLights( m_uniforms, _lights );
  948. markUniformsLightsNeedsUpdate( m_uniforms, true );
  949. } else {
  950. markUniformsLightsNeedsUpdate( m_uniforms, false );
  951. }
  952. }
  953. if ( material instanceof THREE.MeshBasicMaterial ||
  954. material instanceof THREE.MeshLambertMaterial ||
  955. material instanceof THREE.MeshPhongMaterial ) {
  956. refreshUniformsCommon( m_uniforms, material );
  957. }
  958. // refresh single material specific uniforms
  959. if ( material instanceof THREE.LineBasicMaterial ) {
  960. refreshUniformsLine( m_uniforms, material );
  961. } else if ( material instanceof THREE.LineDashedMaterial ) {
  962. refreshUniformsLine( m_uniforms, material );
  963. refreshUniformsDash( m_uniforms, material );
  964. } else if ( material instanceof THREE.PointsMaterial ) {
  965. refreshUniformsParticle( m_uniforms, material );
  966. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  967. refreshUniformsPhong( m_uniforms, material );
  968. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  969. m_uniforms.mNear.value = camera.near;
  970. m_uniforms.mFar.value = camera.far;
  971. m_uniforms.opacity.value = material.opacity;
  972. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  973. m_uniforms.opacity.value = material.opacity;
  974. }
  975. if ( _this.shadowMap.enabled ) {
  976. if ( object.receiveShadow && ! material._shadowPass ) {
  977. refreshUniformsShadow( m_uniforms, lights, camera );
  978. }
  979. }
  980. // load common uniforms
  981. loadUniformsGeneric( materialProperties.uniformsList );
  982. }
  983. loadUniformsMatrices( p_uniforms, object );
  984. if ( p_uniforms.modelMatrix !== undefined ) {
  985. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  986. }
  987. return program;
  988. }
  989. // Uniforms (refresh uniforms objects)
  990. function refreshUniformsCommon ( uniforms, material ) {
  991. uniforms.opacity.value = material.opacity;
  992. uniforms.diffuse.value = material.color;
  993. if ( material.emissive ) {
  994. uniforms.emissive.value = material.emissive;
  995. }
  996. uniforms.map.value = material.map;
  997. uniforms.specularMap.value = material.specularMap;
  998. uniforms.alphaMap.value = material.alphaMap;
  999. if ( material.aoMap ) {
  1000. uniforms.aoMap.value = material.aoMap;
  1001. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1002. }
  1003. // uv repeat and offset setting priorities
  1004. // 1. color map
  1005. // 2. specular map
  1006. // 3. normal map
  1007. // 4. bump map
  1008. // 5. alpha map
  1009. // 6. emissive map
  1010. var uvScaleMap;
  1011. if ( material.map ) {
  1012. uvScaleMap = material.map;
  1013. } else if ( material.specularMap ) {
  1014. uvScaleMap = material.specularMap;
  1015. } else if ( material.displacementMap ) {
  1016. uvScaleMap = material.displacementMap;
  1017. } else if ( material.normalMap ) {
  1018. uvScaleMap = material.normalMap;
  1019. } else if ( material.bumpMap ) {
  1020. uvScaleMap = material.bumpMap;
  1021. } else if ( material.alphaMap ) {
  1022. uvScaleMap = material.alphaMap;
  1023. } else if ( material.emissiveMap ) {
  1024. uvScaleMap = material.emissiveMap;
  1025. }
  1026. if ( uvScaleMap !== undefined ) {
  1027. if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) uvScaleMap = uvScaleMap.texture;
  1028. var offset = uvScaleMap.offset;
  1029. var repeat = uvScaleMap.repeat;
  1030. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1031. }
  1032. uniforms.envMap.value = material.envMap;
  1033. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1034. uniforms.reflectivity.value = material.reflectivity;
  1035. uniforms.refractionRatio.value = material.refractionRatio;
  1036. }
  1037. function refreshUniformsLine ( uniforms, material ) {
  1038. uniforms.diffuse.value = material.color;
  1039. uniforms.opacity.value = material.opacity;
  1040. }
  1041. function refreshUniformsDash ( uniforms, material ) {
  1042. uniforms.dashSize.value = material.dashSize;
  1043. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1044. uniforms.scale.value = material.scale;
  1045. }
  1046. function refreshUniformsParticle ( uniforms, material ) {
  1047. uniforms.psColor.value = material.color;
  1048. uniforms.opacity.value = material.opacity;
  1049. uniforms.size.value = material.size;
  1050. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1051. uniforms.map.value = material.map;
  1052. if ( material.map !== null ) {
  1053. var offset = material.map.offset;
  1054. var repeat = material.map.repeat;
  1055. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1056. }
  1057. }
  1058. function refreshUniformsFog ( uniforms, fog ) {
  1059. uniforms.fogColor.value = fog.color;
  1060. if ( fog instanceof THREE.Fog ) {
  1061. uniforms.fogNear.value = fog.near;
  1062. uniforms.fogFar.value = fog.far;
  1063. } else if ( fog instanceof THREE.FogExp2 ) {
  1064. uniforms.fogDensity.value = fog.density;
  1065. }
  1066. }
  1067. function refreshUniformsPhong ( uniforms, material ) {
  1068. uniforms.specular.value = material.specular;
  1069. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1070. if ( material.lightMap ) {
  1071. uniforms.lightMap.value = material.lightMap;
  1072. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1073. }
  1074. if ( material.emissiveMap ) {
  1075. uniforms.emissiveMap.value = material.emissiveMap;
  1076. }
  1077. if ( material.bumpMap ) {
  1078. uniforms.bumpMap.value = material.bumpMap;
  1079. uniforms.bumpScale.value = material.bumpScale;
  1080. }
  1081. if ( material.normalMap ) {
  1082. uniforms.normalMap.value = material.normalMap;
  1083. uniforms.normalScale.value.copy( material.normalScale );
  1084. }
  1085. if ( material.displacementMap ) {
  1086. uniforms.displacementMap.value = material.displacementMap;
  1087. uniforms.displacementScale.value = material.displacementScale;
  1088. uniforms.displacementBias.value = material.displacementBias;
  1089. }
  1090. }
  1091. function refreshUniformsLights ( uniforms, lights ) {
  1092. uniforms.ambientLightColor.value = lights.ambient;
  1093. uniforms.directionalLightColor.value = lights.directional.colors;
  1094. uniforms.directionalLightDirection.value = lights.directional.positions;
  1095. uniforms.pointLightColor.value = lights.point.colors;
  1096. uniforms.pointLightPosition.value = lights.point.positions;
  1097. uniforms.pointLightDistance.value = lights.point.distances;
  1098. uniforms.pointLightDecay.value = lights.point.decays;
  1099. uniforms.spotLightColor.value = lights.spot.colors;
  1100. uniforms.spotLightPosition.value = lights.spot.positions;
  1101. uniforms.spotLightDistance.value = lights.spot.distances;
  1102. uniforms.spotLightDirection.value = lights.spot.directions;
  1103. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1104. uniforms.spotLightExponent.value = lights.spot.exponents;
  1105. uniforms.spotLightDecay.value = lights.spot.decays;
  1106. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1107. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1108. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1109. }
  1110. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1111. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1112. uniforms.ambientLightColor.needsUpdate = value;
  1113. uniforms.directionalLightColor.needsUpdate = value;
  1114. uniforms.directionalLightDirection.needsUpdate = value;
  1115. uniforms.pointLightColor.needsUpdate = value;
  1116. uniforms.pointLightPosition.needsUpdate = value;
  1117. uniforms.pointLightDistance.needsUpdate = value;
  1118. uniforms.pointLightDecay.needsUpdate = value;
  1119. uniforms.spotLightColor.needsUpdate = value;
  1120. uniforms.spotLightPosition.needsUpdate = value;
  1121. uniforms.spotLightDistance.needsUpdate = value;
  1122. uniforms.spotLightDirection.needsUpdate = value;
  1123. uniforms.spotLightAngleCos.needsUpdate = value;
  1124. uniforms.spotLightExponent.needsUpdate = value;
  1125. uniforms.spotLightDecay.needsUpdate = value;
  1126. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  1127. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  1128. uniforms.hemisphereLightDirection.needsUpdate = value;
  1129. }
  1130. function refreshUniformsShadow ( uniforms, lights, camera ) {
  1131. if ( uniforms.shadowMatrix ) {
  1132. var j = 0;
  1133. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1134. var light = lights[ i ];
  1135. if ( light.castShadow === true ) {
  1136. if ( light instanceof THREE.PointLight || light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {
  1137. var shadow = light.shadow;
  1138. if ( light instanceof THREE.PointLight ) {
  1139. // for point lights we set the shadow matrix to be a translation-only matrix
  1140. // equal to inverse of the light's position
  1141. _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
  1142. shadow.matrix.identity().setPosition( _vector3 );
  1143. // for point lights we set the sign of the shadowDarkness uniform to be negative
  1144. uniforms.shadowDarkness.value[ j ] = - shadow.darkness;
  1145. } else {
  1146. uniforms.shadowDarkness.value[ j ] = shadow.darkness;
  1147. }
  1148. uniforms.shadowMatrix.value[ j ] = shadow.matrix;
  1149. uniforms.shadowMap.value[ j ] = shadow.map;
  1150. uniforms.shadowMapSize.value[ j ] = shadow.mapSize;
  1151. uniforms.shadowBias.value[ j ] = shadow.bias;
  1152. j ++;
  1153. }
  1154. }
  1155. }
  1156. }
  1157. }
  1158. // Uniforms (load to GPU)
  1159. function loadUniformsMatrices ( uniforms, object ) {
  1160. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1161. if ( uniforms.normalMatrix ) {
  1162. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1163. }
  1164. }
  1165. function getTextureUnit() {
  1166. var textureUnit = _usedTextureUnits;
  1167. if ( textureUnit >= capabilities.maxTextures ) {
  1168. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  1169. }
  1170. _usedTextureUnits += 1;
  1171. return textureUnit;
  1172. }
  1173. function loadUniformsGeneric ( uniforms ) {
  1174. var texture, textureUnit;
  1175. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1176. var uniform = uniforms[ j ][ 0 ];
  1177. // needsUpdate property is not added to all uniforms.
  1178. if ( uniform.needsUpdate === false ) continue;
  1179. var type = uniform.type;
  1180. var value = uniform.value;
  1181. var location = uniforms[ j ][ 1 ];
  1182. switch ( type ) {
  1183. case '1i':
  1184. _gl.uniform1i( location, value );
  1185. break;
  1186. case '1f':
  1187. _gl.uniform1f( location, value );
  1188. break;
  1189. case '2f':
  1190. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1191. break;
  1192. case '3f':
  1193. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1194. break;
  1195. case '4f':
  1196. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1197. break;
  1198. case '1iv':
  1199. _gl.uniform1iv( location, value );
  1200. break;
  1201. case '3iv':
  1202. _gl.uniform3iv( location, value );
  1203. break;
  1204. case '1fv':
  1205. _gl.uniform1fv( location, value );
  1206. break;
  1207. case '2fv':
  1208. _gl.uniform2fv( location, value );
  1209. break;
  1210. case '3fv':
  1211. _gl.uniform3fv( location, value );
  1212. break;
  1213. case '4fv':
  1214. _gl.uniform4fv( location, value );
  1215. break;
  1216. case 'Matrix3fv':
  1217. _gl.uniformMatrix3fv( location, false, value );
  1218. break;
  1219. case 'Matrix4fv':
  1220. _gl.uniformMatrix4fv( location, false, value );
  1221. break;
  1222. //
  1223. case 'i':
  1224. // single integer
  1225. _gl.uniform1i( location, value );
  1226. break;
  1227. case 'f':
  1228. // single float
  1229. _gl.uniform1f( location, value );
  1230. break;
  1231. case 'v2':
  1232. // single THREE.Vector2
  1233. _gl.uniform2f( location, value.x, value.y );
  1234. break;
  1235. case 'v3':
  1236. // single THREE.Vector3
  1237. _gl.uniform3f( location, value.x, value.y, value.z );
  1238. break;
  1239. case 'v4':
  1240. // single THREE.Vector4
  1241. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1242. break;
  1243. case 'c':
  1244. // single THREE.Color
  1245. _gl.uniform3f( location, value.r, value.g, value.b );
  1246. break;
  1247. case 'iv1':
  1248. // flat array of integers (JS or typed array)
  1249. _gl.uniform1iv( location, value );
  1250. break;
  1251. case 'iv':
  1252. // flat array of integers with 3 x N size (JS or typed array)
  1253. _gl.uniform3iv( location, value );
  1254. break;
  1255. case 'fv1':
  1256. // flat array of floats (JS or typed array)
  1257. _gl.uniform1fv( location, value );
  1258. break;
  1259. case 'fv':
  1260. // flat array of floats with 3 x N size (JS or typed array)
  1261. _gl.uniform3fv( location, value );
  1262. break;
  1263. case 'v2v':
  1264. // array of THREE.Vector2
  1265. if ( uniform._array === undefined ) {
  1266. uniform._array = new Float32Array( 2 * value.length );
  1267. }
  1268. for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
  1269. uniform._array[ i2 + 0 ] = value[ i ].x;
  1270. uniform._array[ i2 + 1 ] = value[ i ].y;
  1271. }
  1272. _gl.uniform2fv( location, uniform._array );
  1273. break;
  1274. case 'v3v':
  1275. // array of THREE.Vector3
  1276. if ( uniform._array === undefined ) {
  1277. uniform._array = new Float32Array( 3 * value.length );
  1278. }
  1279. for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
  1280. uniform._array[ i3 + 0 ] = value[ i ].x;
  1281. uniform._array[ i3 + 1 ] = value[ i ].y;
  1282. uniform._array[ i3 + 2 ] = value[ i ].z;
  1283. }
  1284. _gl.uniform3fv( location, uniform._array );
  1285. break;
  1286. case 'v4v':
  1287. // array of THREE.Vector4
  1288. if ( uniform._array === undefined ) {
  1289. uniform._array = new Float32Array( 4 * value.length );
  1290. }
  1291. for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
  1292. uniform._array[ i4 + 0 ] = value[ i ].x;
  1293. uniform._array[ i4 + 1 ] = value[ i ].y;
  1294. uniform._array[ i4 + 2 ] = value[ i ].z;
  1295. uniform._array[ i4 + 3 ] = value[ i ].w;
  1296. }
  1297. _gl.uniform4fv( location, uniform._array );
  1298. break;
  1299. case 'm3':
  1300. // single THREE.Matrix3
  1301. _gl.uniformMatrix3fv( location, false, value.elements );
  1302. break;
  1303. case 'm3v':
  1304. // array of THREE.Matrix3
  1305. if ( uniform._array === undefined ) {
  1306. uniform._array = new Float32Array( 9 * value.length );
  1307. }
  1308. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1309. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1310. }
  1311. _gl.uniformMatrix3fv( location, false, uniform._array );
  1312. break;
  1313. case 'm4':
  1314. // single THREE.Matrix4
  1315. _gl.uniformMatrix4fv( location, false, value.elements );
  1316. break;
  1317. case 'm4v':
  1318. // array of THREE.Matrix4
  1319. if ( uniform._array === undefined ) {
  1320. uniform._array = new Float32Array( 16 * value.length );
  1321. }
  1322. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1323. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1324. }
  1325. _gl.uniformMatrix4fv( location, false, uniform._array );
  1326. break;
  1327. case 't':
  1328. // single THREE.Texture (2d or cube)
  1329. texture = value;
  1330. textureUnit = getTextureUnit();
  1331. _gl.uniform1i( location, textureUnit );
  1332. if ( ! texture ) continue;
  1333. if ( texture instanceof THREE.CubeTexture ||
  1334. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1335. // CompressedTexture can have Array in image :/
  1336. setCubeTexture( texture, textureUnit );
  1337. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1338. setCubeTextureDynamic( texture.texture, textureUnit );
  1339. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1340. _this.setTexture( texture.texture, textureUnit );
  1341. } else {
  1342. _this.setTexture( texture, textureUnit );
  1343. }
  1344. break;
  1345. case 'tv':
  1346. // array of THREE.Texture (2d or cube)
  1347. if ( uniform._array === undefined ) {
  1348. uniform._array = [];
  1349. }
  1350. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1351. uniform._array[ i ] = getTextureUnit();
  1352. }
  1353. _gl.uniform1iv( location, uniform._array );
  1354. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1355. texture = uniform.value[ i ];
  1356. textureUnit = uniform._array[ i ];
  1357. if ( ! texture ) continue;
  1358. if ( texture instanceof THREE.CubeTexture ||
  1359. ( texture.image instanceof Array && texture.image.length === 6 ) ) {
  1360. // CompressedTexture can have Array in image :/
  1361. setCubeTexture( texture, textureUnit );
  1362. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1363. _this.setTexture( texture.texture, textureUnit );
  1364. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1365. setCubeTextureDynamic( texture.texture, textureUnit );
  1366. } else {
  1367. _this.setTexture( texture, textureUnit );
  1368. }
  1369. }
  1370. break;
  1371. default:
  1372. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1373. }
  1374. }
  1375. }
  1376. function setColorLinear( array, offset, color, intensity ) {
  1377. array[ offset + 0 ] = color.r * intensity;
  1378. array[ offset + 1 ] = color.g * intensity;
  1379. array[ offset + 2 ] = color.b * intensity;
  1380. }
  1381. function setupLights ( lights, camera ) {
  1382. var l, ll, light,
  1383. r = 0, g = 0, b = 0,
  1384. color, skyColor, groundColor,
  1385. intensity,
  1386. distance,
  1387. zlights = _lights,
  1388. viewMatrix = camera.matrixWorldInverse,
  1389. dirColors = zlights.directional.colors,
  1390. dirPositions = zlights.directional.positions,
  1391. pointColors = zlights.point.colors,
  1392. pointPositions = zlights.point.positions,
  1393. pointDistances = zlights.point.distances,
  1394. pointDecays = zlights.point.decays,
  1395. spotColors = zlights.spot.colors,
  1396. spotPositions = zlights.spot.positions,
  1397. spotDistances = zlights.spot.distances,
  1398. spotDirections = zlights.spot.directions,
  1399. spotAnglesCos = zlights.spot.anglesCos,
  1400. spotExponents = zlights.spot.exponents,
  1401. spotDecays = zlights.spot.decays,
  1402. hemiSkyColors = zlights.hemi.skyColors,
  1403. hemiGroundColors = zlights.hemi.groundColors,
  1404. hemiPositions = zlights.hemi.positions,
  1405. dirLength = 0,
  1406. pointLength = 0,
  1407. spotLength = 0,
  1408. hemiLength = 0,
  1409. dirCount = 0,
  1410. pointCount = 0,
  1411. spotCount = 0,
  1412. hemiCount = 0,
  1413. dirOffset = 0,
  1414. pointOffset = 0,
  1415. spotOffset = 0,
  1416. hemiOffset = 0;
  1417. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1418. light = lights[ l ];
  1419. color = light.color;
  1420. intensity = light.intensity;
  1421. distance = light.distance;
  1422. if ( light instanceof THREE.AmbientLight ) {
  1423. if ( ! light.visible ) continue;
  1424. r += color.r;
  1425. g += color.g;
  1426. b += color.b;
  1427. } else if ( light instanceof THREE.DirectionalLight ) {
  1428. dirCount += 1;
  1429. if ( ! light.visible ) continue;
  1430. _direction.setFromMatrixPosition( light.matrixWorld );
  1431. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1432. _direction.sub( _vector3 );
  1433. _direction.transformDirection( viewMatrix );
  1434. dirOffset = dirLength * 3;
  1435. dirPositions[ dirOffset + 0 ] = _direction.x;
  1436. dirPositions[ dirOffset + 1 ] = _direction.y;
  1437. dirPositions[ dirOffset + 2 ] = _direction.z;
  1438. setColorLinear( dirColors, dirOffset, color, intensity );
  1439. dirLength += 1;
  1440. } else if ( light instanceof THREE.PointLight ) {
  1441. pointCount += 1;
  1442. if ( ! light.visible ) continue;
  1443. pointOffset = pointLength * 3;
  1444. setColorLinear( pointColors, pointOffset, color, intensity );
  1445. _vector3.setFromMatrixPosition( light.matrixWorld );
  1446. _vector3.applyMatrix4( viewMatrix );
  1447. pointPositions[ pointOffset + 0 ] = _vector3.x;
  1448. pointPositions[ pointOffset + 1 ] = _vector3.y;
  1449. pointPositions[ pointOffset + 2 ] = _vector3.z;
  1450. // distance is 0 if decay is 0, because there is no attenuation at all.
  1451. pointDistances[ pointLength ] = distance;
  1452. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1453. pointLength += 1;
  1454. } else if ( light instanceof THREE.SpotLight ) {
  1455. spotCount += 1;
  1456. if ( ! light.visible ) continue;
  1457. spotOffset = spotLength * 3;
  1458. setColorLinear( spotColors, spotOffset, color, intensity );
  1459. _direction.setFromMatrixPosition( light.matrixWorld );
  1460. _vector3.copy( _direction ).applyMatrix4( viewMatrix );
  1461. spotPositions[ spotOffset + 0 ] = _vector3.x;
  1462. spotPositions[ spotOffset + 1 ] = _vector3.y;
  1463. spotPositions[ spotOffset + 2 ] = _vector3.z;
  1464. spotDistances[ spotLength ] = distance;
  1465. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1466. _direction.sub( _vector3 );
  1467. _direction.transformDirection( viewMatrix );
  1468. spotDirections[ spotOffset + 0 ] = _direction.x;
  1469. spotDirections[ spotOffset + 1 ] = _direction.y;
  1470. spotDirections[ spotOffset + 2 ] = _direction.z;
  1471. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1472. spotExponents[ spotLength ] = light.exponent;
  1473. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1474. spotLength += 1;
  1475. } else if ( light instanceof THREE.HemisphereLight ) {
  1476. hemiCount += 1;
  1477. if ( ! light.visible ) continue;
  1478. _direction.setFromMatrixPosition( light.matrixWorld );
  1479. _direction.transformDirection( viewMatrix );
  1480. hemiOffset = hemiLength * 3;
  1481. hemiPositions[ hemiOffset + 0 ] = _direction.x;
  1482. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1483. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1484. skyColor = light.color;
  1485. groundColor = light.groundColor;
  1486. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1487. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1488. hemiLength += 1;
  1489. }
  1490. }
  1491. // null eventual remains from removed lights
  1492. // (this is to avoid if in shader)
  1493. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1494. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1495. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1496. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1497. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1498. zlights.directional.length = dirLength;
  1499. zlights.point.length = pointLength;
  1500. zlights.spot.length = spotLength;
  1501. zlights.hemi.length = hemiLength;
  1502. zlights.ambient[ 0 ] = r;
  1503. zlights.ambient[ 1 ] = g;
  1504. zlights.ambient[ 2 ] = b;
  1505. }
  1506. // GL state setting
  1507. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1508. if ( cullFace === THREE.CullFaceNone ) {
  1509. state.disable( _gl.CULL_FACE );
  1510. } else {
  1511. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1512. _gl.frontFace( _gl.CW );
  1513. } else {
  1514. _gl.frontFace( _gl.CCW );
  1515. }
  1516. if ( cullFace === THREE.CullFaceBack ) {
  1517. _gl.cullFace( _gl.BACK );
  1518. } else if ( cullFace === THREE.CullFaceFront ) {
  1519. _gl.cullFace( _gl.FRONT );
  1520. } else {
  1521. _gl.cullFace( _gl.FRONT_AND_BACK );
  1522. }
  1523. state.enable( _gl.CULL_FACE );
  1524. }
  1525. };
  1526. // Textures
  1527. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1528. var extension;
  1529. if ( isImagePowerOfTwo ) {
  1530. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1531. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1532. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1533. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1534. } else {
  1535. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1536. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1537. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1538. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
  1539. }
  1540. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1541. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1542. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1543. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
  1544. }
  1545. }
  1546. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1547. if ( extension ) {
  1548. if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  1549. if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  1550. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1551. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1552. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1553. }
  1554. }
  1555. }
  1556. function uploadTexture( textureProperties, texture, slot ) {
  1557. if ( textureProperties.__webglInit === undefined ) {
  1558. textureProperties.__webglInit = true;
  1559. texture.addEventListener( 'dispose', onTextureDispose );
  1560. textureProperties.__webglTexture = _gl.createTexture();
  1561. _infoMemory.textures ++;
  1562. }
  1563. state.activeTexture( _gl.TEXTURE0 + slot );
  1564. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1565. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1566. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1567. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1568. texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  1569. if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false ) {
  1570. texture.image = makePowerOfTwo( texture.image );
  1571. }
  1572. var image = texture.image,
  1573. isImagePowerOfTwo = isPowerOfTwo( image ),
  1574. glFormat = paramThreeToGL( texture.format ),
  1575. glType = paramThreeToGL( texture.type );
  1576. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1577. var mipmap, mipmaps = texture.mipmaps;
  1578. if ( texture instanceof THREE.DataTexture ) {
  1579. // use manually created mipmaps if available
  1580. // if there are no manual mipmaps
  1581. // set 0 level mipmap and then use GL to generate other mipmap levels
  1582. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1583. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1584. mipmap = mipmaps[ i ];
  1585. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1586. }
  1587. texture.generateMipmaps = false;
  1588. } else {
  1589. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1590. }
  1591. } else if ( texture instanceof THREE.CompressedTexture ) {
  1592. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1593. mipmap = mipmaps[ i ];
  1594. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1595. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1596. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1597. } else {
  1598. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1599. }
  1600. } else {
  1601. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1602. }
  1603. }
  1604. } else {
  1605. // regular Texture (image, video, canvas)
  1606. // use manually created mipmaps if available
  1607. // if there are no manual mipmaps
  1608. // set 0 level mipmap and then use GL to generate other mipmap levels
  1609. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1610. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1611. mipmap = mipmaps[ i ];
  1612. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1613. }
  1614. texture.generateMipmaps = false;
  1615. } else {
  1616. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1617. }
  1618. }
  1619. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1620. textureProperties.__version = texture.version;
  1621. if ( texture.onUpdate ) texture.onUpdate( texture );
  1622. }
  1623. this.setTexture = function ( texture, slot ) {
  1624. var textureProperties = properties.get( texture );
  1625. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1626. var image = texture.image;
  1627. if ( image === undefined ) {
  1628. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1629. return;
  1630. }
  1631. if ( image.complete === false ) {
  1632. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1633. return;
  1634. }
  1635. uploadTexture( textureProperties, texture, slot );
  1636. return;
  1637. }
  1638. state.activeTexture( _gl.TEXTURE0 + slot );
  1639. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1640. };
  1641. function clampToMaxSize ( image, maxSize ) {
  1642. if ( image.width > maxSize || image.height > maxSize ) {
  1643. // Warning: Scaling through the canvas will only work with images that use
  1644. // premultiplied alpha.
  1645. var scale = maxSize / Math.max( image.width, image.height );
  1646. var canvas = document.createElement( 'canvas' );
  1647. canvas.width = Math.floor( image.width * scale );
  1648. canvas.height = Math.floor( image.height * scale );
  1649. var context = canvas.getContext( '2d' );
  1650. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1651. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1652. return canvas;
  1653. }
  1654. return image;
  1655. }
  1656. function isPowerOfTwo( image ) {
  1657. return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
  1658. }
  1659. function textureNeedsPowerOfTwo( texture ) {
  1660. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
  1661. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;
  1662. return false;
  1663. }
  1664. function makePowerOfTwo( image ) {
  1665. if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
  1666. var canvas = document.createElement( 'canvas' );
  1667. canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
  1668. canvas.height = THREE.Math.nearestPowerOfTwo( image.height );
  1669. var context = canvas.getContext( '2d' );
  1670. context.drawImage( image, 0, 0, canvas.width, canvas.height );
  1671. console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1672. return canvas;
  1673. }
  1674. return image;
  1675. }
  1676. function setCubeTexture ( texture, slot ) {
  1677. var textureProperties = properties.get( texture );
  1678. if ( texture.image.length === 6 ) {
  1679. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1680. if ( ! textureProperties.__image__webglTextureCube ) {
  1681. texture.addEventListener( 'dispose', onTextureDispose );
  1682. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1683. _infoMemory.textures ++;
  1684. }
  1685. state.activeTexture( _gl.TEXTURE0 + slot );
  1686. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1687. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1688. var isCompressed = texture instanceof THREE.CompressedTexture;
  1689. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1690. var cubeImage = [];
  1691. for ( var i = 0; i < 6; i ++ ) {
  1692. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1693. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  1694. } else {
  1695. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1696. }
  1697. }
  1698. var image = cubeImage[ 0 ],
  1699. isImagePowerOfTwo = isPowerOfTwo( image ),
  1700. glFormat = paramThreeToGL( texture.format ),
  1701. glType = paramThreeToGL( texture.type );
  1702. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1703. for ( var i = 0; i < 6; i ++ ) {
  1704. if ( ! isCompressed ) {
  1705. if ( isDataTexture ) {
  1706. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1707. } else {
  1708. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1709. }
  1710. } else {
  1711. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1712. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1713. mipmap = mipmaps[ j ];
  1714. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1715. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1716. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1717. } else {
  1718. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1719. }
  1720. } else {
  1721. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1722. }
  1723. }
  1724. }
  1725. }
  1726. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1727. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1728. }
  1729. textureProperties.__version = texture.version;
  1730. if ( texture.onUpdate ) texture.onUpdate( texture );
  1731. } else {
  1732. state.activeTexture( _gl.TEXTURE0 + slot );
  1733. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1734. }
  1735. }
  1736. }
  1737. function setCubeTextureDynamic ( texture, slot ) {
  1738. state.activeTexture( _gl.TEXTURE0 + slot );
  1739. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1740. }
  1741. // Render targets
  1742. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  1743. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1744. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  1745. }
  1746. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  1747. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1748. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1749. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1750. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1751. /* For some reason this is not working. Defaulting to RGBA4.
  1752. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1753. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  1754. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1755. */
  1756. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1757. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1758. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1759. } else {
  1760. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1761. }
  1762. }
  1763. this.setRenderTarget = function ( renderTarget ) {
  1764. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1765. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1766. var renderTargetProperties = properties.get( renderTarget );
  1767. var textureProperties = properties.get( renderTarget.texture );
  1768. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  1769. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  1770. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1771. textureProperties.__webglTexture = _gl.createTexture();
  1772. _infoMemory.textures ++;
  1773. // Setup texture, create render and frame buffers
  1774. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ),
  1775. glFormat = paramThreeToGL( renderTarget.texture.format ),
  1776. glType = paramThreeToGL( renderTarget.texture.type );
  1777. if ( isCube ) {
  1778. renderTargetProperties.__webglFramebuffer = [];
  1779. renderTargetProperties.__webglRenderbuffer = [];
  1780. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  1781. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  1782. for ( var i = 0; i < 6; i ++ ) {
  1783. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1784. renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  1785. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1786. setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1787. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
  1788. }
  1789. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1790. } else {
  1791. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1792. if ( renderTarget.shareDepthFrom ) {
  1793. renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  1794. } else {
  1795. renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
  1796. }
  1797. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1798. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  1799. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1800. setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  1801. if ( renderTarget.shareDepthFrom ) {
  1802. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1803. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1804. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1805. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1806. }
  1807. } else {
  1808. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
  1809. }
  1810. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1811. }
  1812. // Release everything
  1813. if ( isCube ) {
  1814. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1815. } else {
  1816. state.bindTexture( _gl.TEXTURE_2D, null );
  1817. }
  1818. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1819. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1820. }
  1821. var framebuffer, width, height, vx, vy;
  1822. if ( renderTarget ) {
  1823. var renderTargetProperties = properties.get( renderTarget );
  1824. if ( isCube ) {
  1825. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1826. } else {
  1827. framebuffer = renderTargetProperties.__webglFramebuffer;
  1828. }
  1829. width = renderTarget.width;
  1830. height = renderTarget.height;
  1831. vx = 0;
  1832. vy = 0;
  1833. } else {
  1834. framebuffer = null;
  1835. width = _viewportWidth;
  1836. height = _viewportHeight;
  1837. vx = _viewportX;
  1838. vy = _viewportY;
  1839. }
  1840. if ( framebuffer !== _currentFramebuffer ) {
  1841. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1842. _gl.viewport( vx, vy, width, height );
  1843. _currentFramebuffer = framebuffer;
  1844. }
  1845. if ( isCube ) {
  1846. var textureProperties = properties.get( renderTarget.texture );
  1847. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
  1848. }
  1849. _currentWidth = width;
  1850. _currentHeight = height;
  1851. };
  1852. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  1853. if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
  1854. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1855. return;
  1856. }
  1857. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1858. if ( framebuffer ) {
  1859. var restore = false;
  1860. if ( framebuffer !== _currentFramebuffer ) {
  1861. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1862. restore = true;
  1863. }
  1864. try {
  1865. var texture = renderTarget.texture;
  1866. if ( texture.format !== THREE.RGBAFormat
  1867. && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1868. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1869. return;
  1870. }
  1871. if ( texture.type !== THREE.UnsignedByteType
  1872. && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
  1873. && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
  1874. && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
  1875. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1876. return;
  1877. }
  1878. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1879. _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
  1880. } else {
  1881. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1882. }
  1883. } finally {
  1884. if ( restore ) {
  1885. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1886. }
  1887. }
  1888. }
  1889. };
  1890. function updateRenderTargetMipmap( renderTarget ) {
  1891. var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  1892. var texture = properties.get( renderTarget.texture ).__webglTexture;
  1893. state.bindTexture( target, texture );
  1894. _gl.generateMipmap( target );
  1895. state.bindTexture( target, null );
  1896. }
  1897. // Fallback filters for non-power-of-2 textures
  1898. function filterFallback ( f ) {
  1899. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  1900. return _gl.NEAREST;
  1901. }
  1902. return _gl.LINEAR;
  1903. }
  1904. // Map three.js constants to WebGL constants
  1905. function paramThreeToGL ( p ) {
  1906. var extension;
  1907. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  1908. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  1909. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  1910. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  1911. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  1912. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  1913. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  1914. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  1915. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  1916. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  1917. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  1918. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  1919. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  1920. if ( p === THREE.ByteType ) return _gl.BYTE;
  1921. if ( p === THREE.ShortType ) return _gl.SHORT;
  1922. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  1923. if ( p === THREE.IntType ) return _gl.INT;
  1924. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  1925. if ( p === THREE.FloatType ) return _gl.FLOAT;
  1926. extension = extensions.get( 'OES_texture_half_float' );
  1927. if ( extension !== null ) {
  1928. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  1929. }
  1930. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  1931. if ( p === THREE.RGBFormat ) return _gl.RGB;
  1932. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  1933. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  1934. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  1935. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  1936. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  1937. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  1938. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  1939. if ( p === THREE.OneFactor ) return _gl.ONE;
  1940. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  1941. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  1942. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  1943. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  1944. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  1945. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  1946. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  1947. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  1948. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  1949. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  1950. if ( extension !== null ) {
  1951. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  1952. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  1953. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1954. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1955. }
  1956. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  1957. if ( extension !== null ) {
  1958. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  1959. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  1960. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  1961. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  1962. }
  1963. extension = extensions.get( 'EXT_blend_minmax' );
  1964. if ( extension !== null ) {
  1965. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  1966. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  1967. }
  1968. return 0;
  1969. }
  1970. // DEPRECATED
  1971. this.supportsFloatTextures = function () {
  1972. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  1973. return extensions.get( 'OES_texture_float' );
  1974. };
  1975. this.supportsHalfFloatTextures = function () {
  1976. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  1977. return extensions.get( 'OES_texture_half_float' );
  1978. };
  1979. this.supportsStandardDerivatives = function () {
  1980. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  1981. return extensions.get( 'OES_standard_derivatives' );
  1982. };
  1983. this.supportsCompressedTextureS3TC = function () {
  1984. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  1985. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  1986. };
  1987. this.supportsCompressedTexturePVRTC = function () {
  1988. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  1989. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  1990. };
  1991. this.supportsBlendMinMax = function () {
  1992. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  1993. return extensions.get( 'EXT_blend_minmax' );
  1994. };
  1995. this.supportsVertexTextures = function () {
  1996. return capabilities.vertexTextures;
  1997. };
  1998. this.supportsInstancedArrays = function () {
  1999. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  2000. return extensions.get( 'ANGLE_instanced_arrays' );
  2001. };
  2002. //
  2003. this.initMaterial = function () {
  2004. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  2005. };
  2006. this.addPrePlugin = function () {
  2007. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  2008. };
  2009. this.addPostPlugin = function () {
  2010. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  2011. };
  2012. this.updateShadowMap = function () {
  2013. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  2014. };
  2015. Object.defineProperties( this, {
  2016. shadowMapEnabled: {
  2017. get: function () {
  2018. return shadowMap.enabled;
  2019. },
  2020. set: function ( value ) {
  2021. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  2022. shadowMap.enabled = value;
  2023. }
  2024. },
  2025. shadowMapType: {
  2026. get: function () {
  2027. return shadowMap.type;
  2028. },
  2029. set: function ( value ) {
  2030. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  2031. shadowMap.type = value;
  2032. }
  2033. },
  2034. shadowMapCullFace: {
  2035. get: function () {
  2036. return shadowMap.cullFace;
  2037. },
  2038. set: function ( value ) {
  2039. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  2040. shadowMap.cullFace = value;
  2041. }
  2042. },
  2043. shadowMapDebug: {
  2044. get: function () {
  2045. return shadowMap.debug;
  2046. },
  2047. set: function ( value ) {
  2048. console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
  2049. shadowMap.debug = value;
  2050. }
  2051. }
  2052. } );
  2053. };