WebGLRenderer.js 94 KB

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