WebGLRenderer.js 83 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _width = _canvas.width,
  13. _height = _canvas.height,
  14. pixelRatio = 1,
  15. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  16. _depth = parameters.depth !== undefined ? parameters.depth : true,
  17. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  18. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  19. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  20. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. var lights = [];
  24. var opaqueObjects = [];
  25. var opaqueObjectsLastIndex = - 1;
  26. var transparentObjects = [];
  27. var transparentObjectsLastIndex = - 1;
  28. var morphInfluences = new Float32Array( 8 );
  29. var sprites = [];
  30. var lensFlares = [];
  31. // public properties
  32. this.domElement = _canvas;
  33. this.context = null;
  34. // clearing
  35. this.autoClear = true;
  36. this.autoClearColor = true;
  37. this.autoClearDepth = true;
  38. this.autoClearStencil = true;
  39. // scene graph
  40. this.sortObjects = true;
  41. // physically based shading
  42. this.gammaFactor = 2.0; // for backwards compatibility
  43. this.gammaInput = false;
  44. this.gammaOutput = false;
  45. // morphs
  46. this.maxMorphTargets = 8;
  47. this.maxMorphNormals = 4;
  48. // flags
  49. this.autoScaleCubemaps = true;
  50. // internal properties
  51. var _this = this,
  52. // internal state cache
  53. _currentViewport = null,
  54. _currentProgram = null,
  55. _currentRenderTarget = null,
  56. _currentFramebuffer = null,
  57. _currentMaterialId = - 1,
  58. _currentGeometryProgram = '',
  59. _currentCamera = null,
  60. _usedTextureUnits = 0,
  61. _scissor = new THREE.Vector4( 0, 0, _canvas.width, _canvas.height ),
  62. _scissorTest = false,
  63. _viewport = new THREE.Vector4( 0, 0, _canvas.width, _canvas.height ),
  64. // frustum
  65. _frustum = new THREE.Frustum(),
  66. // camera matrices cache
  67. _projScreenMatrix = new THREE.Matrix4(),
  68. _vector3 = new THREE.Vector3(),
  69. // light arrays cache
  70. _lights = {
  71. hash: '',
  72. ambient: [ 0, 0, 0 ],
  73. directional: [],
  74. point: [],
  75. spot: [],
  76. hemi: [],
  77. shadows: [],
  78. shadowsPointLight: 0
  79. },
  80. // info
  81. _infoMemory = {
  82. geometries: 0,
  83. textures: 0
  84. },
  85. _infoRender = {
  86. calls: 0,
  87. vertices: 0,
  88. faces: 0,
  89. points: 0
  90. };
  91. this.info = {
  92. render: _infoRender,
  93. memory: _infoMemory,
  94. programs: null
  95. };
  96. // initialize
  97. var _gl;
  98. try {
  99. var attributes = {
  100. alpha: _alpha,
  101. depth: _depth,
  102. stencil: _stencil,
  103. antialias: _antialias,
  104. premultipliedAlpha: _premultipliedAlpha,
  105. preserveDrawingBuffer: _preserveDrawingBuffer
  106. };
  107. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  108. if ( _gl === null ) {
  109. if ( _canvas.getContext( 'webgl' ) !== null ) {
  110. throw 'Error creating WebGL context with your selected attributes.';
  111. } else {
  112. throw 'Error creating WebGL context.';
  113. }
  114. }
  115. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  116. } catch ( error ) {
  117. console.error( 'THREE.WebGLRenderer: ' + error );
  118. }
  119. var extensions = new THREE.WebGLExtensions( _gl );
  120. extensions.get( 'OES_texture_float' );
  121. extensions.get( 'OES_texture_float_linear' );
  122. extensions.get( 'OES_texture_half_float' );
  123. extensions.get( 'OES_texture_half_float_linear' );
  124. extensions.get( 'OES_standard_derivatives' );
  125. extensions.get( 'ANGLE_instanced_arrays' );
  126. if ( extensions.get( 'OES_element_index_uint' ) ) {
  127. THREE.BufferGeometry.MaxIndex = 4294967296;
  128. }
  129. var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
  130. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  131. var properties = new THREE.WebGLProperties();
  132. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  133. var programCache = new THREE.WebGLPrograms( this, capabilities );
  134. var lightCache = new THREE.WebGLLights();
  135. this.info.programs = programCache.programs;
  136. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  137. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  138. //
  139. function getTargetPixelRatio() {
  140. return _currentRenderTarget === null ? pixelRatio : 1;
  141. }
  142. function glClearColor( r, g, b, a ) {
  143. if ( _premultipliedAlpha === true ) {
  144. r *= a; g *= a; b *= a;
  145. }
  146. _gl.clearColor( r, g, b, a );
  147. }
  148. function setDefaultGLState() {
  149. state.init();
  150. state.scissor( _scissor );
  151. state.viewport( _viewport );
  152. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  153. }
  154. function resetGLState() {
  155. _currentProgram = null;
  156. _currentCamera = null;
  157. _currentGeometryProgram = '';
  158. _currentMaterialId = - 1;
  159. state.reset();
  160. }
  161. setDefaultGLState();
  162. this.context = _gl;
  163. this.capabilities = capabilities;
  164. this.extensions = extensions;
  165. this.properties = properties;
  166. this.state = state;
  167. // shadow map
  168. var shadowMap = new THREE.WebGLShadowMap( this, _lights, objects );
  169. this.shadowMap = shadowMap;
  170. // Plugins
  171. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  172. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  173. // API
  174. this.getContext = function () {
  175. return _gl;
  176. };
  177. this.getContextAttributes = function () {
  178. return _gl.getContextAttributes();
  179. };
  180. this.forceContextLoss = function () {
  181. extensions.get( 'WEBGL_lose_context' ).loseContext();
  182. };
  183. this.getMaxAnisotropy = ( function () {
  184. var value;
  185. return function getMaxAnisotropy() {
  186. if ( value !== undefined ) return value;
  187. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  188. if ( extension !== null ) {
  189. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  190. } else {
  191. value = 0;
  192. }
  193. return value;
  194. };
  195. } )();
  196. this.getPrecision = function () {
  197. return capabilities.precision;
  198. };
  199. this.getPixelRatio = function () {
  200. return pixelRatio;
  201. };
  202. this.setPixelRatio = function ( value ) {
  203. if ( value !== undefined ) pixelRatio = value;
  204. };
  205. this.getSize = function () {
  206. return {
  207. width: _width,
  208. height: _height
  209. };
  210. };
  211. this.setSize = function ( width, height, updateStyle ) {
  212. _width = width;
  213. _height = height;
  214. _canvas.width = width * pixelRatio;
  215. _canvas.height = height * pixelRatio;
  216. if ( updateStyle !== false ) {
  217. _canvas.style.width = width + 'px';
  218. _canvas.style.height = height + 'px';
  219. }
  220. this.setViewport( 0, 0, width, height );
  221. };
  222. this.setViewport = function ( x, y, width, height ) {
  223. _viewport.set( x, y, width, height ).multiplyScalar( pixelRatio );
  224. state.viewport( _viewport );
  225. };
  226. this.setScissor = function ( x, y, width, height ) {
  227. _scissor.set( x, y, width, height ).multiplyScalar( pixelRatio );
  228. state.scissor( _scissor );
  229. };
  230. this.setScissorTest = function ( boolean ) {
  231. _scissorTest = boolean;
  232. state.setScissorTest( boolean );
  233. };
  234. // Clearing
  235. this.getClearColor = function () {
  236. return _clearColor;
  237. };
  238. this.setClearColor = function ( color, alpha ) {
  239. _clearColor.set( color );
  240. _clearAlpha = alpha !== undefined ? alpha : 1;
  241. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  242. };
  243. this.getClearAlpha = function () {
  244. return _clearAlpha;
  245. };
  246. this.setClearAlpha = function ( alpha ) {
  247. _clearAlpha = alpha;
  248. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  249. };
  250. this.clear = function ( color, depth, stencil ) {
  251. var bits = 0;
  252. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  253. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  254. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  255. _gl.clear( bits );
  256. };
  257. this.clearColor = function () {
  258. _gl.clear( _gl.COLOR_BUFFER_BIT );
  259. };
  260. this.clearDepth = function () {
  261. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  262. };
  263. this.clearStencil = function () {
  264. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  265. };
  266. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  267. this.setRenderTarget( renderTarget );
  268. this.clear( color, depth, stencil );
  269. };
  270. // Reset
  271. this.resetGLState = resetGLState;
  272. this.dispose = function() {
  273. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  274. };
  275. // Events
  276. function onContextLost( event ) {
  277. event.preventDefault();
  278. resetGLState();
  279. setDefaultGLState();
  280. properties.clear();
  281. }
  282. function onTextureDispose( event ) {
  283. var texture = event.target;
  284. texture.removeEventListener( 'dispose', onTextureDispose );
  285. deallocateTexture( texture );
  286. _infoMemory.textures --;
  287. }
  288. function onRenderTargetDispose( event ) {
  289. var renderTarget = event.target;
  290. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  291. deallocateRenderTarget( renderTarget );
  292. _infoMemory.textures --;
  293. }
  294. function onMaterialDispose( event ) {
  295. var material = event.target;
  296. material.removeEventListener( 'dispose', onMaterialDispose );
  297. deallocateMaterial( material );
  298. }
  299. // Buffer deallocation
  300. function deallocateTexture( texture ) {
  301. var textureProperties = properties.get( texture );
  302. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  303. // cube texture
  304. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  305. } else {
  306. // 2D texture
  307. if ( textureProperties.__webglInit === undefined ) return;
  308. _gl.deleteTexture( textureProperties.__webglTexture );
  309. }
  310. // remove all webgl properties
  311. properties.delete( texture );
  312. }
  313. function deallocateRenderTarget( renderTarget ) {
  314. var renderTargetProperties = properties.get( renderTarget );
  315. var textureProperties = properties.get( renderTarget.texture );
  316. if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
  317. _gl.deleteTexture( textureProperties.__webglTexture );
  318. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  319. for ( var i = 0; i < 6; i ++ ) {
  320. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  321. _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  322. }
  323. } else {
  324. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  325. _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  326. }
  327. properties.delete( renderTarget.texture );
  328. properties.delete( renderTarget );
  329. }
  330. function deallocateMaterial( material ) {
  331. releaseMaterialProgramReference( material );
  332. properties.delete( material );
  333. }
  334. function releaseMaterialProgramReference( material ) {
  335. var programInfo = properties.get( material ).program;
  336. material.program = undefined;
  337. if ( programInfo !== undefined ) {
  338. programCache.releaseProgram( programInfo );
  339. }
  340. }
  341. // Buffer rendering
  342. this.renderBufferImmediate = function ( object, program, material ) {
  343. state.initAttributes();
  344. var buffers = properties.get( object );
  345. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  346. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  347. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  348. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  349. var attributes = program.getAttributes();
  350. if ( object.hasPositions ) {
  351. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  352. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  353. state.enableAttribute( attributes.position );
  354. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  355. }
  356. if ( object.hasNormals ) {
  357. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  358. if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) {
  359. for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  360. var array = object.normalArray;
  361. var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  362. var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  363. var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  364. array[ i + 0 ] = nx;
  365. array[ i + 1 ] = ny;
  366. array[ i + 2 ] = nz;
  367. array[ i + 3 ] = nx;
  368. array[ i + 4 ] = ny;
  369. array[ i + 5 ] = nz;
  370. array[ i + 6 ] = nx;
  371. array[ i + 7 ] = ny;
  372. array[ i + 8 ] = nz;
  373. }
  374. }
  375. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  376. state.enableAttribute( attributes.normal );
  377. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  378. }
  379. if ( object.hasUvs && material.map ) {
  380. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  381. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  382. state.enableAttribute( attributes.uv );
  383. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  384. }
  385. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  386. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  387. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  388. state.enableAttribute( attributes.color );
  389. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  390. }
  391. state.disableUnusedAttributes();
  392. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  393. object.count = 0;
  394. };
  395. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  396. setMaterial( material );
  397. var program = setProgram( camera, fog, material, object );
  398. var updateBuffers = false;
  399. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  400. if ( geometryProgram !== _currentGeometryProgram ) {
  401. _currentGeometryProgram = geometryProgram;
  402. updateBuffers = true;
  403. }
  404. // morph targets
  405. var morphTargetInfluences = object.morphTargetInfluences;
  406. if ( morphTargetInfluences !== undefined ) {
  407. var activeInfluences = [];
  408. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  409. var influence = morphTargetInfluences[ i ];
  410. activeInfluences.push( [ influence, i ] );
  411. }
  412. activeInfluences.sort( absNumericalSort );
  413. if ( activeInfluences.length > 8 ) {
  414. activeInfluences.length = 8;
  415. }
  416. var morphAttributes = geometry.morphAttributes;
  417. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  418. var influence = activeInfluences[ i ];
  419. morphInfluences[ i ] = influence[ 0 ];
  420. if ( influence[ 0 ] !== 0 ) {
  421. var index = influence[ 1 ];
  422. if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  423. if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  424. } else {
  425. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  426. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  427. }
  428. }
  429. var uniforms = program.getUniforms();
  430. if ( uniforms.morphTargetInfluences !== null ) {
  431. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  432. }
  433. updateBuffers = true;
  434. }
  435. //
  436. var index = geometry.index;
  437. var position = geometry.attributes.position;
  438. if ( material.wireframe === true ) {
  439. index = objects.getWireframeAttribute( geometry );
  440. }
  441. var renderer;
  442. if ( index !== null ) {
  443. renderer = indexedBufferRenderer;
  444. renderer.setIndex( index );
  445. } else {
  446. renderer = bufferRenderer;
  447. }
  448. if ( updateBuffers ) {
  449. setupVertexAttributes( material, program, geometry );
  450. if ( index !== null ) {
  451. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  452. }
  453. }
  454. //
  455. var dataStart = 0;
  456. var dataCount = Infinity;
  457. if ( index !== null ) {
  458. dataCount = index.count;
  459. } else if ( position !== undefined ) {
  460. dataCount = position.count;
  461. }
  462. var rangeStart = geometry.drawRange.start;
  463. var rangeCount = geometry.drawRange.count;
  464. var groupStart = group !== null ? group.start : 0;
  465. var groupCount = group !== null ? group.count : Infinity;
  466. var drawStart = Math.max( dataStart, rangeStart, groupStart );
  467. var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  468. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  469. //
  470. if ( object instanceof THREE.Mesh ) {
  471. if ( material.wireframe === true ) {
  472. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  473. renderer.setMode( _gl.LINES );
  474. } else {
  475. switch ( object.drawMode ) {
  476. case THREE.TrianglesDrawMode:
  477. renderer.setMode( _gl.TRIANGLES );
  478. break;
  479. case THREE.TriangleStripDrawMode:
  480. renderer.setMode( _gl.TRIANGLE_STRIP );
  481. break;
  482. case THREE.TriangleFanDrawMode:
  483. renderer.setMode( _gl.TRIANGLE_FAN );
  484. break;
  485. }
  486. }
  487. } else if ( object instanceof THREE.Line ) {
  488. var lineWidth = material.linewidth;
  489. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  490. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  491. if ( object instanceof THREE.LineSegments ) {
  492. renderer.setMode( _gl.LINES );
  493. } else {
  494. renderer.setMode( _gl.LINE_STRIP );
  495. }
  496. } else if ( object instanceof THREE.Points ) {
  497. renderer.setMode( _gl.POINTS );
  498. }
  499. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  500. renderer.renderInstances( geometry, drawStart, drawCount );
  501. } else {
  502. renderer.render( drawStart, drawCount );
  503. }
  504. };
  505. function setupVertexAttributes( material, program, geometry, startIndex ) {
  506. var extension;
  507. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  508. extension = extensions.get( 'ANGLE_instanced_arrays' );
  509. if ( extension === null ) {
  510. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  511. return;
  512. }
  513. }
  514. if ( startIndex === undefined ) startIndex = 0;
  515. state.initAttributes();
  516. var geometryAttributes = geometry.attributes;
  517. var programAttributes = program.getAttributes();
  518. var materialDefaultAttributeValues = material.defaultAttributeValues;
  519. for ( var name in programAttributes ) {
  520. var programAttribute = programAttributes[ name ];
  521. if ( programAttribute >= 0 ) {
  522. var geometryAttribute = geometryAttributes[ name ];
  523. if ( geometryAttribute !== undefined ) {
  524. var size = geometryAttribute.itemSize;
  525. var buffer = objects.getAttributeBuffer( geometryAttribute );
  526. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  527. var data = geometryAttribute.data;
  528. var stride = data.stride;
  529. var offset = geometryAttribute.offset;
  530. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  531. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
  532. if ( geometry.maxInstancedCount === undefined ) {
  533. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  534. }
  535. } else {
  536. state.enableAttribute( programAttribute );
  537. }
  538. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  539. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  540. } else {
  541. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  542. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
  543. if ( geometry.maxInstancedCount === undefined ) {
  544. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  545. }
  546. } else {
  547. state.enableAttribute( programAttribute );
  548. }
  549. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  550. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  551. }
  552. } else if ( materialDefaultAttributeValues !== undefined ) {
  553. var value = materialDefaultAttributeValues[ name ];
  554. if ( value !== undefined ) {
  555. switch ( value.length ) {
  556. case 2:
  557. _gl.vertexAttrib2fv( programAttribute, value );
  558. break;
  559. case 3:
  560. _gl.vertexAttrib3fv( programAttribute, value );
  561. break;
  562. case 4:
  563. _gl.vertexAttrib4fv( programAttribute, value );
  564. break;
  565. default:
  566. _gl.vertexAttrib1fv( programAttribute, value );
  567. }
  568. }
  569. }
  570. }
  571. }
  572. state.disableUnusedAttributes();
  573. }
  574. // Sorting
  575. function absNumericalSort( a, b ) {
  576. return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
  577. }
  578. function painterSortStable ( a, b ) {
  579. if ( a.object.renderOrder !== b.object.renderOrder ) {
  580. return a.object.renderOrder - b.object.renderOrder;
  581. } else if ( a.material.id !== b.material.id ) {
  582. return a.material.id - b.material.id;
  583. } else if ( a.z !== b.z ) {
  584. return a.z - b.z;
  585. } else {
  586. return a.id - b.id;
  587. }
  588. }
  589. function reversePainterSortStable ( a, b ) {
  590. if ( a.object.renderOrder !== b.object.renderOrder ) {
  591. return a.object.renderOrder - b.object.renderOrder;
  592. } if ( a.z !== b.z ) {
  593. return b.z - a.z;
  594. } else {
  595. return a.id - b.id;
  596. }
  597. }
  598. // Rendering
  599. this.render = function ( scene, camera, renderTarget, forceClear ) {
  600. if ( camera instanceof THREE.Camera === false ) {
  601. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  602. return;
  603. }
  604. var fog = scene.fog;
  605. // reset caching for this frame
  606. _currentGeometryProgram = '';
  607. _currentMaterialId = - 1;
  608. _currentCamera = null;
  609. // update scene graph
  610. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  611. // update camera matrices and frustum
  612. if ( camera.parent === null ) camera.updateMatrixWorld();
  613. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  614. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  615. _frustum.setFromMatrix( _projScreenMatrix );
  616. lights.length = 0;
  617. opaqueObjectsLastIndex = - 1;
  618. transparentObjectsLastIndex = - 1;
  619. sprites.length = 0;
  620. lensFlares.length = 0;
  621. projectObject( scene, camera );
  622. opaqueObjects.length = opaqueObjectsLastIndex + 1;
  623. transparentObjects.length = transparentObjectsLastIndex + 1;
  624. if ( _this.sortObjects === true ) {
  625. opaqueObjects.sort( painterSortStable );
  626. transparentObjects.sort( reversePainterSortStable );
  627. }
  628. setupLights( lights, camera );
  629. //
  630. shadowMap.render( scene, camera );
  631. //
  632. _infoRender.calls = 0;
  633. _infoRender.vertices = 0;
  634. _infoRender.faces = 0;
  635. _infoRender.points = 0;
  636. if ( renderTarget === undefined ) {
  637. renderTarget = null;
  638. }
  639. this.setRenderTarget( renderTarget );
  640. if ( this.autoClear || forceClear ) {
  641. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  642. }
  643. //
  644. if ( scene.overrideMaterial ) {
  645. var overrideMaterial = scene.overrideMaterial;
  646. renderObjects( opaqueObjects, camera, fog, overrideMaterial );
  647. renderObjects( transparentObjects, camera, fog, overrideMaterial );
  648. } else {
  649. // opaque pass (front-to-back order)
  650. state.setBlending( THREE.NoBlending );
  651. renderObjects( opaqueObjects, camera, fog );
  652. // transparent pass (back-to-front order)
  653. renderObjects( transparentObjects, camera, fog );
  654. }
  655. // custom render plugins (post pass)
  656. spritePlugin.render( scene, camera );
  657. lensFlarePlugin.render( scene, camera, _currentViewport );
  658. // Generate mipmap if we're using any kind of mipmap filtering
  659. if ( renderTarget ) {
  660. var texture = renderTarget.texture;
  661. if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
  662. texture.minFilter !== THREE.NearestFilter &&
  663. texture.minFilter !== THREE.LinearFilter ) {
  664. updateRenderTargetMipmap( renderTarget );
  665. }
  666. }
  667. // Ensure buffer writing is enabled so they can be cleared on next render
  668. state.setDepthTest( true );
  669. state.setDepthWrite( true );
  670. state.setStencilTest( true );
  671. state.setStencilWrite( true );
  672. state.setColorWrite( true );
  673. // _gl.finish();
  674. };
  675. function pushRenderItem( object, geometry, material, z, group ) {
  676. var array, index;
  677. // allocate the next position in the appropriate array
  678. if ( material.transparent ) {
  679. array = transparentObjects;
  680. index = ++ transparentObjectsLastIndex;
  681. } else {
  682. array = opaqueObjects;
  683. index = ++ opaqueObjectsLastIndex;
  684. }
  685. // recycle existing render item or grow the array
  686. var renderItem = array[ index ];
  687. if ( renderItem !== undefined ) {
  688. renderItem.id = object.id;
  689. renderItem.object = object;
  690. renderItem.geometry = geometry;
  691. renderItem.material = material;
  692. renderItem.z = _vector3.z;
  693. renderItem.group = group;
  694. } else {
  695. renderItem = {
  696. id: object.id,
  697. object: object,
  698. geometry: geometry,
  699. material: material,
  700. z: _vector3.z,
  701. group: group
  702. };
  703. // assert( index === array.length );
  704. array.push( renderItem );
  705. }
  706. }
  707. function projectObject( object, camera ) {
  708. if ( object.visible === false ) return;
  709. if ( object.layers.test( camera.layers ) ) {
  710. if ( object instanceof THREE.Light ) {
  711. lights.push( object );
  712. } else if ( object instanceof THREE.Sprite ) {
  713. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  714. sprites.push( object );
  715. }
  716. } else if ( object instanceof THREE.LensFlare ) {
  717. lensFlares.push( object );
  718. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  719. if ( _this.sortObjects === true ) {
  720. _vector3.setFromMatrixPosition( object.matrixWorld );
  721. _vector3.applyProjection( _projScreenMatrix );
  722. }
  723. pushRenderItem( object, null, object.material, _vector3.z, null );
  724. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  725. if ( object instanceof THREE.SkinnedMesh ) {
  726. object.skeleton.update();
  727. }
  728. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  729. var material = object.material;
  730. if ( material.visible === true ) {
  731. if ( _this.sortObjects === true ) {
  732. _vector3.setFromMatrixPosition( object.matrixWorld );
  733. _vector3.applyProjection( _projScreenMatrix );
  734. }
  735. var geometry = objects.update( object );
  736. if ( material instanceof THREE.MultiMaterial ) {
  737. var groups = geometry.groups;
  738. var materials = material.materials;
  739. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  740. var group = groups[ i ];
  741. var groupMaterial = materials[ group.materialIndex ];
  742. if ( groupMaterial.visible === true ) {
  743. pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
  744. }
  745. }
  746. } else {
  747. pushRenderItem( object, geometry, material, _vector3.z, null );
  748. }
  749. }
  750. }
  751. }
  752. }
  753. var children = object.children;
  754. for ( var i = 0, l = children.length; i < l; i ++ ) {
  755. projectObject( children[ i ], camera );
  756. }
  757. }
  758. function renderObjects( renderList, camera, fog, overrideMaterial ) {
  759. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  760. var renderItem = renderList[ i ];
  761. var object = renderItem.object;
  762. var geometry = renderItem.geometry;
  763. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  764. var group = renderItem.group;
  765. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  766. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  767. if ( object instanceof THREE.ImmediateRenderObject ) {
  768. setMaterial( material );
  769. var program = setProgram( camera, fog, material, object );
  770. _currentGeometryProgram = '';
  771. object.render( function ( object ) {
  772. _this.renderBufferImmediate( object, program, material );
  773. } );
  774. } else {
  775. _this.renderBufferDirect( camera, fog, geometry, material, object, group );
  776. }
  777. }
  778. }
  779. function initMaterial( material, fog, object ) {
  780. var materialProperties = properties.get( material );
  781. var parameters = programCache.getParameters( material, _lights, fog, object );
  782. var code = programCache.getProgramCode( material, parameters );
  783. var program = materialProperties.program;
  784. var programChange = true;
  785. if ( program === undefined ) {
  786. // new material
  787. material.addEventListener( 'dispose', onMaterialDispose );
  788. } else if ( program.code !== code ) {
  789. // changed glsl or parameters
  790. releaseMaterialProgramReference( material );
  791. } else if ( parameters.shaderID !== undefined ) {
  792. // same glsl and uniform list
  793. return;
  794. } else {
  795. // only rebuild uniform list
  796. programChange = false;
  797. }
  798. if ( programChange ) {
  799. if ( parameters.shaderID ) {
  800. var shader = THREE.ShaderLib[ parameters.shaderID ];
  801. materialProperties.__webglShader = {
  802. name: material.type,
  803. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  804. vertexShader: shader.vertexShader,
  805. fragmentShader: shader.fragmentShader
  806. };
  807. } else {
  808. materialProperties.__webglShader = {
  809. name: material.type,
  810. uniforms: material.uniforms,
  811. vertexShader: material.vertexShader,
  812. fragmentShader: material.fragmentShader
  813. };
  814. }
  815. material.__webglShader = materialProperties.__webglShader;
  816. program = programCache.acquireProgram( material, parameters, code );
  817. materialProperties.program = program;
  818. material.program = program;
  819. }
  820. var attributes = program.getAttributes();
  821. if ( material.morphTargets ) {
  822. material.numSupportedMorphTargets = 0;
  823. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  824. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  825. material.numSupportedMorphTargets ++;
  826. }
  827. }
  828. }
  829. if ( material.morphNormals ) {
  830. material.numSupportedMorphNormals = 0;
  831. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  832. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  833. material.numSupportedMorphNormals ++;
  834. }
  835. }
  836. }
  837. materialProperties.uniformsList = [];
  838. var uniforms = materialProperties.__webglShader.uniforms,
  839. uniformLocations = materialProperties.program.getUniforms();
  840. for ( var u in uniforms ) {
  841. var location = uniformLocations[ u ];
  842. if ( location ) {
  843. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  844. }
  845. }
  846. if ( material instanceof THREE.MeshPhongMaterial ||
  847. material instanceof THREE.MeshLambertMaterial ||
  848. material instanceof THREE.MeshStandardMaterial ||
  849. material.lights ) {
  850. // store the light setup it was created for
  851. materialProperties.lightsHash = _lights.hash;
  852. // wire up the material to this renderer's lighting state
  853. uniforms.ambientLightColor.value = _lights.ambient;
  854. uniforms.directionalLights.value = _lights.directional;
  855. uniforms.pointLights.value = _lights.point;
  856. uniforms.spotLights.value = _lights.spot;
  857. uniforms.hemisphereLights.value = _lights.hemi;
  858. }
  859. // detect dynamic uniforms
  860. materialProperties.hasDynamicUniforms = false;
  861. for ( var j = 0, jl = materialProperties.uniformsList.length; j < jl; j ++ ) {
  862. var uniform = materialProperties.uniformsList[ j ][ 0 ];
  863. if ( uniform.dynamic === true ) {
  864. materialProperties.hasDynamicUniforms = true;
  865. break;
  866. }
  867. }
  868. }
  869. function setMaterial( material ) {
  870. setMaterialFaces( material );
  871. if ( material.transparent === true ) {
  872. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  873. } else {
  874. state.setBlending( THREE.NoBlending );
  875. }
  876. state.setDepthFunc( material.depthFunc );
  877. state.setDepthTest( material.depthTest );
  878. state.setDepthWrite( material.depthWrite );
  879. state.setStencilTest( material.stencilTest );
  880. state.setStencilWrite( material.stencilWrite );
  881. state.setColorWrite( material.colorWrite );
  882. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  883. }
  884. function setMaterialFaces( material ) {
  885. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  886. state.setFlipSided( material.side === THREE.BackSide );
  887. }
  888. function setProgram( camera, fog, material, object ) {
  889. _usedTextureUnits = 0;
  890. var materialProperties = properties.get( material );
  891. if ( materialProperties.program === undefined ) {
  892. material.needsUpdate = true;
  893. }
  894. if ( materialProperties.lightsHash !== undefined &&
  895. materialProperties.lightsHash !== _lights.hash ) {
  896. material.needsUpdate = true;
  897. }
  898. if ( material.needsUpdate ) {
  899. initMaterial( material, fog, object );
  900. material.needsUpdate = false;
  901. }
  902. var refreshProgram = false;
  903. var refreshMaterial = false;
  904. var refreshLights = false;
  905. var program = materialProperties.program,
  906. p_uniforms = program.getUniforms(),
  907. m_uniforms = materialProperties.__webglShader.uniforms;
  908. if ( program.id !== _currentProgram ) {
  909. _gl.useProgram( program.program );
  910. _currentProgram = program.id;
  911. refreshProgram = true;
  912. refreshMaterial = true;
  913. refreshLights = true;
  914. }
  915. if ( material.id !== _currentMaterialId ) {
  916. _currentMaterialId = material.id;
  917. refreshMaterial = true;
  918. }
  919. if ( refreshProgram || camera !== _currentCamera ) {
  920. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  921. if ( capabilities.logarithmicDepthBuffer ) {
  922. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  923. }
  924. if ( camera !== _currentCamera ) {
  925. _currentCamera = camera;
  926. // lighting uniforms depend on the camera so enforce an update
  927. // now, in case this material supports lights - or later, when
  928. // the next material that does gets activated:
  929. refreshMaterial = true; // set to true on material change
  930. refreshLights = true; // remains set until update done
  931. }
  932. // load material specific uniforms
  933. // (shader material also gets them for the sake of genericity)
  934. if ( material instanceof THREE.ShaderMaterial ||
  935. material instanceof THREE.MeshPhongMaterial ||
  936. material instanceof THREE.MeshStandardMaterial ||
  937. material.envMap ) {
  938. if ( p_uniforms.cameraPosition !== undefined ) {
  939. _vector3.setFromMatrixPosition( camera.matrixWorld );
  940. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  941. }
  942. }
  943. if ( material instanceof THREE.MeshPhongMaterial ||
  944. material instanceof THREE.MeshLambertMaterial ||
  945. material instanceof THREE.MeshBasicMaterial ||
  946. material instanceof THREE.MeshStandardMaterial ||
  947. material instanceof THREE.ShaderMaterial ||
  948. material.skinning ) {
  949. if ( p_uniforms.viewMatrix !== undefined ) {
  950. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  951. }
  952. }
  953. }
  954. // skinning uniforms must be set even if material didn't change
  955. // auto-setting of texture unit for bone texture must go before other textures
  956. // not sure why, but otherwise weird things happen
  957. if ( material.skinning ) {
  958. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  959. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  960. }
  961. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  962. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  963. }
  964. if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  965. if ( p_uniforms.boneTexture !== undefined ) {
  966. var textureUnit = getTextureUnit();
  967. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  968. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  969. }
  970. if ( p_uniforms.boneTextureWidth !== undefined ) {
  971. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  972. }
  973. if ( p_uniforms.boneTextureHeight !== undefined ) {
  974. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  975. }
  976. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  977. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  978. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  979. }
  980. }
  981. }
  982. if ( refreshMaterial ) {
  983. if ( material instanceof THREE.MeshPhongMaterial ||
  984. material instanceof THREE.MeshLambertMaterial ||
  985. material instanceof THREE.MeshStandardMaterial ||
  986. material.lights ) {
  987. // the current material requires lighting info
  988. // note: all lighting uniforms are always set correctly
  989. // they simply reference the renderer's state for their
  990. // values
  991. //
  992. // use the current material's .needsUpdate flags to set
  993. // the GL state when required
  994. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  995. }
  996. // refresh uniforms common to several materials
  997. if ( fog && material.fog ) {
  998. refreshUniformsFog( m_uniforms, fog );
  999. }
  1000. if ( material instanceof THREE.MeshBasicMaterial ||
  1001. material instanceof THREE.MeshLambertMaterial ||
  1002. material instanceof THREE.MeshPhongMaterial ||
  1003. material instanceof THREE.MeshStandardMaterial ) {
  1004. refreshUniformsCommon( m_uniforms, material );
  1005. }
  1006. // refresh single material specific uniforms
  1007. if ( material instanceof THREE.LineBasicMaterial ) {
  1008. refreshUniformsLine( m_uniforms, material );
  1009. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1010. refreshUniformsLine( m_uniforms, material );
  1011. refreshUniformsDash( m_uniforms, material );
  1012. } else if ( material instanceof THREE.PointsMaterial ) {
  1013. refreshUniformsPoints( m_uniforms, material );
  1014. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1015. refreshUniformsLambert( m_uniforms, material );
  1016. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1017. refreshUniformsPhong( m_uniforms, material );
  1018. } else if ( material instanceof THREE.MeshStandardMaterial ) {
  1019. refreshUniformsStandard( m_uniforms, material );
  1020. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1021. m_uniforms.mNear.value = camera.near;
  1022. m_uniforms.mFar.value = camera.far;
  1023. m_uniforms.opacity.value = material.opacity;
  1024. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1025. m_uniforms.opacity.value = material.opacity;
  1026. }
  1027. if ( shadowMap.enabled ) {
  1028. if ( object.receiveShadow && ! material._shadowPass ) {
  1029. refreshUniformsShadow( m_uniforms, camera );
  1030. }
  1031. }
  1032. // load common uniforms
  1033. loadUniformsGeneric( materialProperties.uniformsList );
  1034. }
  1035. loadUniformsMatrices( p_uniforms, object );
  1036. if ( p_uniforms.modelMatrix !== undefined ) {
  1037. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1038. }
  1039. if ( materialProperties.hasDynamicUniforms === true ) {
  1040. updateDynamicUniforms( materialProperties.uniformsList, object, camera );
  1041. }
  1042. return program;
  1043. }
  1044. function updateDynamicUniforms ( uniforms, object, camera ) {
  1045. var dynamicUniforms = [];
  1046. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1047. var uniform = uniforms[ j ][ 0 ];
  1048. var onUpdateCallback = uniform.onUpdateCallback;
  1049. if ( onUpdateCallback !== undefined ) {
  1050. onUpdateCallback.bind( uniform )( object, camera );
  1051. dynamicUniforms.push( uniforms[ j ] );
  1052. }
  1053. }
  1054. loadUniformsGeneric( dynamicUniforms );
  1055. }
  1056. // Uniforms (refresh uniforms objects)
  1057. function refreshUniformsCommon ( uniforms, material ) {
  1058. uniforms.opacity.value = material.opacity;
  1059. uniforms.diffuse.value = material.color;
  1060. if ( material.emissive ) {
  1061. uniforms.emissive.value = material.emissive;
  1062. }
  1063. uniforms.map.value = material.map;
  1064. uniforms.specularMap.value = material.specularMap;
  1065. uniforms.alphaMap.value = material.alphaMap;
  1066. if ( material.aoMap ) {
  1067. uniforms.aoMap.value = material.aoMap;
  1068. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1069. }
  1070. // uv repeat and offset setting priorities
  1071. // 1. color map
  1072. // 2. specular map
  1073. // 3. normal map
  1074. // 4. bump map
  1075. // 5. alpha map
  1076. // 6. emissive map
  1077. var uvScaleMap;
  1078. if ( material.map ) {
  1079. uvScaleMap = material.map;
  1080. } else if ( material.specularMap ) {
  1081. uvScaleMap = material.specularMap;
  1082. } else if ( material.displacementMap ) {
  1083. uvScaleMap = material.displacementMap;
  1084. } else if ( material.normalMap ) {
  1085. uvScaleMap = material.normalMap;
  1086. } else if ( material.bumpMap ) {
  1087. uvScaleMap = material.bumpMap;
  1088. } else if ( material.roughnessMap ) {
  1089. uvScaleMap = material.roughnessMap;
  1090. } else if ( material.metalnessMap ) {
  1091. uvScaleMap = material.metalnessMap;
  1092. } else if ( material.alphaMap ) {
  1093. uvScaleMap = material.alphaMap;
  1094. } else if ( material.emissiveMap ) {
  1095. uvScaleMap = material.emissiveMap;
  1096. }
  1097. if ( uvScaleMap !== undefined ) {
  1098. if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) {
  1099. uvScaleMap = uvScaleMap.texture;
  1100. }
  1101. var offset = uvScaleMap.offset;
  1102. var repeat = uvScaleMap.repeat;
  1103. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1104. }
  1105. uniforms.envMap.value = material.envMap;
  1106. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1107. uniforms.reflectivity.value = material.reflectivity;
  1108. uniforms.refractionRatio.value = material.refractionRatio;
  1109. }
  1110. function refreshUniformsLine ( uniforms, material ) {
  1111. uniforms.diffuse.value = material.color;
  1112. uniforms.opacity.value = material.opacity;
  1113. }
  1114. function refreshUniformsDash ( uniforms, material ) {
  1115. uniforms.dashSize.value = material.dashSize;
  1116. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1117. uniforms.scale.value = material.scale;
  1118. }
  1119. function refreshUniformsPoints ( uniforms, material ) {
  1120. uniforms.diffuse.value = material.color;
  1121. uniforms.opacity.value = material.opacity;
  1122. uniforms.size.value = material.size;
  1123. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1124. uniforms.map.value = material.map;
  1125. if ( material.map !== null ) {
  1126. var offset = material.map.offset;
  1127. var repeat = material.map.repeat;
  1128. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1129. }
  1130. }
  1131. function refreshUniformsFog ( uniforms, fog ) {
  1132. uniforms.fogColor.value = fog.color;
  1133. if ( fog instanceof THREE.Fog ) {
  1134. uniforms.fogNear.value = fog.near;
  1135. uniforms.fogFar.value = fog.far;
  1136. } else if ( fog instanceof THREE.FogExp2 ) {
  1137. uniforms.fogDensity.value = fog.density;
  1138. }
  1139. }
  1140. function refreshUniformsLambert ( uniforms, material ) {
  1141. if ( material.lightMap ) {
  1142. uniforms.lightMap.value = material.lightMap;
  1143. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1144. }
  1145. if ( material.emissiveMap ) {
  1146. uniforms.emissiveMap.value = material.emissiveMap;
  1147. }
  1148. }
  1149. function refreshUniformsPhong ( uniforms, material ) {
  1150. uniforms.specular.value = material.specular;
  1151. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  1152. if ( material.lightMap ) {
  1153. uniforms.lightMap.value = material.lightMap;
  1154. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1155. }
  1156. if ( material.emissiveMap ) {
  1157. uniforms.emissiveMap.value = material.emissiveMap;
  1158. }
  1159. if ( material.bumpMap ) {
  1160. uniforms.bumpMap.value = material.bumpMap;
  1161. uniforms.bumpScale.value = material.bumpScale;
  1162. }
  1163. if ( material.normalMap ) {
  1164. uniforms.normalMap.value = material.normalMap;
  1165. uniforms.normalScale.value.copy( material.normalScale );
  1166. }
  1167. if ( material.displacementMap ) {
  1168. uniforms.displacementMap.value = material.displacementMap;
  1169. uniforms.displacementScale.value = material.displacementScale;
  1170. uniforms.displacementBias.value = material.displacementBias;
  1171. }
  1172. }
  1173. function refreshUniformsStandard ( uniforms, material ) {
  1174. uniforms.roughness.value = material.roughness;
  1175. uniforms.metalness.value = material.metalness;
  1176. if ( material.roughnessMap ) {
  1177. uniforms.roughnessMap.value = material.roughnessMap;
  1178. }
  1179. if ( material.metalnessMap ) {
  1180. uniforms.metalnessMap.value = material.metalnessMap;
  1181. }
  1182. if ( material.lightMap ) {
  1183. uniforms.lightMap.value = material.lightMap;
  1184. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1185. }
  1186. if ( material.emissiveMap ) {
  1187. uniforms.emissiveMap.value = material.emissiveMap;
  1188. }
  1189. if ( material.bumpMap ) {
  1190. uniforms.bumpMap.value = material.bumpMap;
  1191. uniforms.bumpScale.value = material.bumpScale;
  1192. }
  1193. if ( material.normalMap ) {
  1194. uniforms.normalMap.value = material.normalMap;
  1195. uniforms.normalScale.value.copy( material.normalScale );
  1196. }
  1197. if ( material.displacementMap ) {
  1198. uniforms.displacementMap.value = material.displacementMap;
  1199. uniforms.displacementScale.value = material.displacementScale;
  1200. uniforms.displacementBias.value = material.displacementBias;
  1201. }
  1202. if ( material.envMap ) {
  1203. //uniforms.envMap.value = material.envMap; // part of uniforms common
  1204. uniforms.envMapIntensity.value = material.envMapIntensity;
  1205. }
  1206. }
  1207. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1208. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1209. uniforms.ambientLightColor.needsUpdate = value;
  1210. uniforms.directionalLights.needsUpdate = value;
  1211. uniforms.pointLights.needsUpdate = value;
  1212. uniforms.spotLights.needsUpdate = value;
  1213. uniforms.hemisphereLights.needsUpdate = value;
  1214. }
  1215. function refreshUniformsShadow ( uniforms, camera ) {
  1216. if ( uniforms.shadowMatrix ) {
  1217. var shadows = _lights.shadows;
  1218. for ( var i = 0, l = shadows.length; i < l; i ++ ) {
  1219. var light = shadows[ i ];
  1220. var shadow = light.shadow;
  1221. if ( light instanceof THREE.PointLight ) {
  1222. // for point lights we set the shadow matrix to be a translation-only matrix
  1223. // equal to inverse of the light's position
  1224. _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
  1225. shadow.matrix.identity().setPosition( _vector3 );
  1226. // for point lights we set the sign of the shadowDarkness uniform to be negative
  1227. uniforms.shadowDarkness.value[ i ] = - shadow.darkness;
  1228. } else {
  1229. uniforms.shadowDarkness.value[ i ] = shadow.darkness;
  1230. }
  1231. uniforms.shadowBias.value[ i ] = shadow.bias;
  1232. uniforms.shadowMap.value[ i ] = shadow.map;
  1233. uniforms.shadowMapSize.value[ i ] = shadow.mapSize;
  1234. uniforms.shadowMatrix.value[ i ] = shadow.matrix;
  1235. }
  1236. }
  1237. }
  1238. // Uniforms (load to GPU)
  1239. function loadUniformsMatrices ( uniforms, object ) {
  1240. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1241. if ( uniforms.normalMatrix ) {
  1242. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1243. }
  1244. }
  1245. function getTextureUnit() {
  1246. var textureUnit = _usedTextureUnits;
  1247. if ( textureUnit >= capabilities.maxTextures ) {
  1248. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  1249. }
  1250. _usedTextureUnits += 1;
  1251. return textureUnit;
  1252. }
  1253. function loadUniformsGeneric ( uniforms ) {
  1254. var texture, textureUnit;
  1255. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1256. var uniform = uniforms[ j ][ 0 ];
  1257. // needsUpdate property is not added to all uniforms.
  1258. if ( uniform.needsUpdate === false ) continue;
  1259. var type = uniform.type;
  1260. var value = uniform.value;
  1261. var location = uniforms[ j ][ 1 ];
  1262. switch ( type ) {
  1263. case '1i':
  1264. _gl.uniform1i( location, value );
  1265. break;
  1266. case '1f':
  1267. _gl.uniform1f( location, value );
  1268. break;
  1269. case '2f':
  1270. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1271. break;
  1272. case '3f':
  1273. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1274. break;
  1275. case '4f':
  1276. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1277. break;
  1278. case '1iv':
  1279. _gl.uniform1iv( location, value );
  1280. break;
  1281. case '3iv':
  1282. _gl.uniform3iv( location, value );
  1283. break;
  1284. case '1fv':
  1285. _gl.uniform1fv( location, value );
  1286. break;
  1287. case '2fv':
  1288. _gl.uniform2fv( location, value );
  1289. break;
  1290. case '3fv':
  1291. _gl.uniform3fv( location, value );
  1292. break;
  1293. case '4fv':
  1294. _gl.uniform4fv( location, value );
  1295. break;
  1296. case 'Matrix2fv':
  1297. _gl.uniformMatrix2fv( location, false, value );
  1298. break;
  1299. case 'Matrix3fv':
  1300. _gl.uniformMatrix3fv( location, false, value );
  1301. break;
  1302. case 'Matrix4fv':
  1303. _gl.uniformMatrix4fv( location, false, value );
  1304. break;
  1305. //
  1306. case 'i':
  1307. // single integer
  1308. _gl.uniform1i( location, value );
  1309. break;
  1310. case 'f':
  1311. // single float
  1312. _gl.uniform1f( location, value );
  1313. break;
  1314. case 'v2':
  1315. // single THREE.Vector2
  1316. _gl.uniform2f( location, value.x, value.y );
  1317. break;
  1318. case 'v3':
  1319. // single THREE.Vector3
  1320. _gl.uniform3f( location, value.x, value.y, value.z );
  1321. break;
  1322. case 'v4':
  1323. // single THREE.Vector4
  1324. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1325. break;
  1326. case 'c':
  1327. // single THREE.Color
  1328. _gl.uniform3f( location, value.r, value.g, value.b );
  1329. break;
  1330. /*
  1331. case 's':
  1332. // TODO: Optimize this.
  1333. for( var propertyName in uniform.properties ) {
  1334. var property = uniform.properties[ propertyName ];
  1335. var locationProperty = location[ propertyName ];
  1336. var valueProperty = value[ propertyName ];
  1337. switch( property.type ) {
  1338. case 'i':
  1339. _gl.uniform1i( locationProperty, valueProperty );
  1340. break;
  1341. case 'f':
  1342. _gl.uniform1f( locationProperty, valueProperty );
  1343. break;
  1344. case 'v2':
  1345. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1346. break;
  1347. case 'v3':
  1348. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1349. break;
  1350. case 'v4':
  1351. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1352. break;
  1353. case 'c':
  1354. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1355. break;
  1356. };
  1357. }
  1358. break;
  1359. */
  1360. case 'sa':
  1361. // TODO: Optimize this.
  1362. for ( var i = 0; i < value.length; i ++ ) {
  1363. for ( var propertyName in uniform.properties ) {
  1364. var property = uniform.properties[ propertyName ];
  1365. var locationProperty = location[ i ][ propertyName ];
  1366. var valueProperty = value[ i ][ propertyName ];
  1367. switch ( property.type ) {
  1368. case 'i':
  1369. _gl.uniform1i( locationProperty, valueProperty );
  1370. break;
  1371. case 'f':
  1372. _gl.uniform1f( locationProperty, valueProperty );
  1373. break;
  1374. case 'v2':
  1375. _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
  1376. break;
  1377. case 'v3':
  1378. _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
  1379. break;
  1380. case 'v4':
  1381. _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
  1382. break;
  1383. case 'c':
  1384. _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
  1385. break;
  1386. }
  1387. }
  1388. }
  1389. break;
  1390. case 'iv1':
  1391. // flat array of integers (JS or typed array)
  1392. _gl.uniform1iv( location, value );
  1393. break;
  1394. case 'iv':
  1395. // flat array of integers with 3 x N size (JS or typed array)
  1396. _gl.uniform3iv( location, value );
  1397. break;
  1398. case 'fv1':
  1399. // flat array of floats (JS or typed array)
  1400. _gl.uniform1fv( location, value );
  1401. break;
  1402. case 'fv':
  1403. // flat array of floats with 3 x N size (JS or typed array)
  1404. _gl.uniform3fv( location, value );
  1405. break;
  1406. case 'v2v':
  1407. // array of THREE.Vector2
  1408. if ( uniform._array === undefined ) {
  1409. uniform._array = new Float32Array( 2 * value.length );
  1410. }
  1411. for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
  1412. uniform._array[ i2 + 0 ] = value[ i ].x;
  1413. uniform._array[ i2 + 1 ] = value[ i ].y;
  1414. }
  1415. _gl.uniform2fv( location, uniform._array );
  1416. break;
  1417. case 'v3v':
  1418. // array of THREE.Vector3
  1419. if ( uniform._array === undefined ) {
  1420. uniform._array = new Float32Array( 3 * value.length );
  1421. }
  1422. for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
  1423. uniform._array[ i3 + 0 ] = value[ i ].x;
  1424. uniform._array[ i3 + 1 ] = value[ i ].y;
  1425. uniform._array[ i3 + 2 ] = value[ i ].z;
  1426. }
  1427. _gl.uniform3fv( location, uniform._array );
  1428. break;
  1429. case 'v4v':
  1430. // array of THREE.Vector4
  1431. if ( uniform._array === undefined ) {
  1432. uniform._array = new Float32Array( 4 * value.length );
  1433. }
  1434. for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
  1435. uniform._array[ i4 + 0 ] = value[ i ].x;
  1436. uniform._array[ i4 + 1 ] = value[ i ].y;
  1437. uniform._array[ i4 + 2 ] = value[ i ].z;
  1438. uniform._array[ i4 + 3 ] = value[ i ].w;
  1439. }
  1440. _gl.uniform4fv( location, uniform._array );
  1441. break;
  1442. case 'm2':
  1443. // single THREE.Matrix2
  1444. _gl.uniformMatrix2fv( location, false, value.elements );
  1445. break;
  1446. case 'm3':
  1447. // single THREE.Matrix3
  1448. _gl.uniformMatrix3fv( location, false, value.elements );
  1449. break;
  1450. case 'm3v':
  1451. // array of THREE.Matrix3
  1452. if ( uniform._array === undefined ) {
  1453. uniform._array = new Float32Array( 9 * value.length );
  1454. }
  1455. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1456. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1457. }
  1458. _gl.uniformMatrix3fv( location, false, uniform._array );
  1459. break;
  1460. case 'm4':
  1461. // single THREE.Matrix4
  1462. _gl.uniformMatrix4fv( location, false, value.elements );
  1463. break;
  1464. case 'm4v':
  1465. // array of THREE.Matrix4
  1466. if ( uniform._array === undefined ) {
  1467. uniform._array = new Float32Array( 16 * value.length );
  1468. }
  1469. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1470. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1471. }
  1472. _gl.uniformMatrix4fv( location, false, uniform._array );
  1473. break;
  1474. case 't':
  1475. // single THREE.Texture (2d or cube)
  1476. texture = value;
  1477. textureUnit = getTextureUnit();
  1478. _gl.uniform1i( location, textureUnit );
  1479. if ( ! texture ) continue;
  1480. if ( texture instanceof THREE.CubeTexture ||
  1481. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1482. // CompressedTexture can have Array in image :/
  1483. setCubeTexture( texture, textureUnit );
  1484. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1485. setCubeTextureDynamic( texture.texture, textureUnit );
  1486. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1487. _this.setTexture( texture.texture, textureUnit );
  1488. } else {
  1489. _this.setTexture( texture, textureUnit );
  1490. }
  1491. break;
  1492. case 'tv':
  1493. // array of THREE.Texture (2d or cube)
  1494. if ( uniform._array === undefined ) {
  1495. uniform._array = [];
  1496. }
  1497. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1498. uniform._array[ i ] = getTextureUnit();
  1499. }
  1500. _gl.uniform1iv( location, uniform._array );
  1501. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1502. texture = uniform.value[ i ];
  1503. textureUnit = uniform._array[ i ];
  1504. if ( ! texture ) continue;
  1505. if ( texture instanceof THREE.CubeTexture ||
  1506. ( texture.image instanceof Array && texture.image.length === 6 ) ) {
  1507. // CompressedTexture can have Array in image :/
  1508. setCubeTexture( texture, textureUnit );
  1509. } else if ( texture instanceof THREE.WebGLRenderTarget ) {
  1510. _this.setTexture( texture.texture, textureUnit );
  1511. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1512. setCubeTextureDynamic( texture.texture, textureUnit );
  1513. } else {
  1514. _this.setTexture( texture, textureUnit );
  1515. }
  1516. }
  1517. break;
  1518. default:
  1519. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1520. }
  1521. }
  1522. }
  1523. function setupLights ( lights, camera ) {
  1524. var l, ll, light,
  1525. r = 0, g = 0, b = 0,
  1526. color,
  1527. intensity,
  1528. distance,
  1529. viewMatrix = camera.matrixWorldInverse,
  1530. directionalLength = 0,
  1531. pointLength = 0,
  1532. spotLength = 0,
  1533. hemiLength = 0,
  1534. shadowsLength = 0;
  1535. _lights.shadowsPointLight = 0;
  1536. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1537. light = lights[ l ];
  1538. color = light.color;
  1539. intensity = light.intensity;
  1540. distance = light.distance;
  1541. if ( light instanceof THREE.AmbientLight ) {
  1542. r += color.r * intensity;
  1543. g += color.g * intensity;
  1544. b += color.b * intensity;
  1545. } else if ( light instanceof THREE.DirectionalLight ) {
  1546. var uniforms = lightCache.get( light );
  1547. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1548. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1549. uniforms.direction.sub( _vector3 );
  1550. uniforms.direction.transformDirection( viewMatrix );
  1551. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1552. if ( light.castShadow ) {
  1553. uniforms.shadow = shadowsLength;
  1554. _lights.shadows[ shadowsLength ++ ] = light;
  1555. } else {
  1556. uniforms.shadow = - 1;
  1557. }
  1558. _lights.directional[ directionalLength ++ ] = uniforms;
  1559. } else if ( light instanceof THREE.PointLight ) {
  1560. var uniforms = lightCache.get( light );
  1561. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1562. uniforms.position.applyMatrix4( viewMatrix );
  1563. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  1564. uniforms.distance = light.distance;
  1565. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1566. if ( light.castShadow ) {
  1567. uniforms.shadow = shadowsLength;
  1568. _lights.shadows[ shadowsLength ++ ] = light;
  1569. _lights.shadowsPointLight ++;
  1570. } else {
  1571. uniforms.shadow = - 1;
  1572. }
  1573. _lights.point[ pointLength ++ ] = uniforms;
  1574. } else if ( light instanceof THREE.SpotLight ) {
  1575. var uniforms = lightCache.get( light );
  1576. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  1577. uniforms.position.applyMatrix4( viewMatrix );
  1578. uniforms.color.copy( color ).multiplyScalar( intensity );
  1579. uniforms.distance = distance;
  1580. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1581. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1582. uniforms.direction.sub( _vector3 );
  1583. uniforms.direction.transformDirection( viewMatrix );
  1584. uniforms.angleCos = Math.cos( light.angle );
  1585. uniforms.exponent = light.exponent;
  1586. uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
  1587. if ( light.castShadow ) {
  1588. uniforms.shadow = shadowsLength;
  1589. _lights.shadows[ shadowsLength ++ ] = light;
  1590. } else {
  1591. uniforms.shadow = - 1;
  1592. }
  1593. _lights.spot[ spotLength ++ ] = uniforms;
  1594. } else if ( light instanceof THREE.HemisphereLight ) {
  1595. var uniforms = lightCache.get( light );
  1596. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  1597. uniforms.direction.transformDirection( viewMatrix );
  1598. uniforms.direction.normalize();
  1599. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  1600. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  1601. _lights.hemi[ hemiLength ++ ] = uniforms;
  1602. }
  1603. }
  1604. _lights.ambient[ 0 ] = r;
  1605. _lights.ambient[ 1 ] = g;
  1606. _lights.ambient[ 2 ] = b;
  1607. _lights.directional.length = directionalLength;
  1608. _lights.point.length = pointLength;
  1609. _lights.spot.length = spotLength;
  1610. _lights.hemi.length = hemiLength;
  1611. _lights.shadows.length = shadowsLength;
  1612. _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + shadowsLength;
  1613. }
  1614. // GL state setting
  1615. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1616. if ( cullFace === THREE.CullFaceNone ) {
  1617. state.disable( _gl.CULL_FACE );
  1618. } else {
  1619. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1620. _gl.frontFace( _gl.CW );
  1621. } else {
  1622. _gl.frontFace( _gl.CCW );
  1623. }
  1624. if ( cullFace === THREE.CullFaceBack ) {
  1625. _gl.cullFace( _gl.BACK );
  1626. } else if ( cullFace === THREE.CullFaceFront ) {
  1627. _gl.cullFace( _gl.FRONT );
  1628. } else {
  1629. _gl.cullFace( _gl.FRONT_AND_BACK );
  1630. }
  1631. state.enable( _gl.CULL_FACE );
  1632. }
  1633. };
  1634. // Textures
  1635. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1636. var extension;
  1637. if ( isImagePowerOfTwo ) {
  1638. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1639. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1640. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1641. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1642. } else {
  1643. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1644. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1645. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1646. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
  1647. }
  1648. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1649. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1650. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1651. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
  1652. }
  1653. }
  1654. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1655. if ( extension ) {
  1656. if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  1657. if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  1658. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1659. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1660. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1661. }
  1662. }
  1663. }
  1664. function uploadTexture( textureProperties, texture, slot ) {
  1665. if ( textureProperties.__webglInit === undefined ) {
  1666. textureProperties.__webglInit = true;
  1667. texture.addEventListener( 'dispose', onTextureDispose );
  1668. textureProperties.__webglTexture = _gl.createTexture();
  1669. _infoMemory.textures ++;
  1670. }
  1671. state.activeTexture( _gl.TEXTURE0 + slot );
  1672. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1673. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1674. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1675. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1676. texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  1677. if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false ) {
  1678. texture.image = makePowerOfTwo( texture.image );
  1679. }
  1680. var image = texture.image,
  1681. isImagePowerOfTwo = isPowerOfTwo( image ),
  1682. glFormat = paramThreeToGL( texture.format ),
  1683. glType = paramThreeToGL( texture.type );
  1684. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1685. var mipmap, mipmaps = texture.mipmaps;
  1686. if ( texture instanceof THREE.DataTexture ) {
  1687. // use manually created mipmaps if available
  1688. // if there are no manual mipmaps
  1689. // set 0 level mipmap and then use GL to generate other mipmap levels
  1690. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1691. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1692. mipmap = mipmaps[ i ];
  1693. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1694. }
  1695. texture.generateMipmaps = false;
  1696. } else {
  1697. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1698. }
  1699. } else if ( texture instanceof THREE.CompressedTexture ) {
  1700. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1701. mipmap = mipmaps[ i ];
  1702. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1703. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1704. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1705. } else {
  1706. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1707. }
  1708. } else {
  1709. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1710. }
  1711. }
  1712. } else {
  1713. // regular Texture (image, video, canvas)
  1714. // use manually created mipmaps if available
  1715. // if there are no manual mipmaps
  1716. // set 0 level mipmap and then use GL to generate other mipmap levels
  1717. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1718. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1719. mipmap = mipmaps[ i ];
  1720. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1721. }
  1722. texture.generateMipmaps = false;
  1723. } else {
  1724. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1725. }
  1726. }
  1727. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1728. textureProperties.__version = texture.version;
  1729. if ( texture.onUpdate ) texture.onUpdate( texture );
  1730. }
  1731. this.setTexture = function ( texture, slot ) {
  1732. var textureProperties = properties.get( texture );
  1733. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1734. var image = texture.image;
  1735. if ( image === undefined ) {
  1736. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1737. return;
  1738. }
  1739. if ( image.complete === false ) {
  1740. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1741. return;
  1742. }
  1743. uploadTexture( textureProperties, texture, slot );
  1744. return;
  1745. }
  1746. state.activeTexture( _gl.TEXTURE0 + slot );
  1747. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1748. };
  1749. function clampToMaxSize ( image, maxSize ) {
  1750. if ( image.width > maxSize || image.height > maxSize ) {
  1751. // Warning: Scaling through the canvas will only work with images that use
  1752. // premultiplied alpha.
  1753. var scale = maxSize / Math.max( image.width, image.height );
  1754. var canvas = document.createElement( 'canvas' );
  1755. canvas.width = Math.floor( image.width * scale );
  1756. canvas.height = Math.floor( image.height * scale );
  1757. var context = canvas.getContext( '2d' );
  1758. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1759. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1760. return canvas;
  1761. }
  1762. return image;
  1763. }
  1764. function isPowerOfTwo( image ) {
  1765. return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
  1766. }
  1767. function textureNeedsPowerOfTwo( texture ) {
  1768. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
  1769. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;
  1770. return false;
  1771. }
  1772. function makePowerOfTwo( image ) {
  1773. if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
  1774. var canvas = document.createElement( 'canvas' );
  1775. canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
  1776. canvas.height = THREE.Math.nearestPowerOfTwo( image.height );
  1777. var context = canvas.getContext( '2d' );
  1778. context.drawImage( image, 0, 0, canvas.width, canvas.height );
  1779. console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1780. return canvas;
  1781. }
  1782. return image;
  1783. }
  1784. function setCubeTexture ( texture, slot ) {
  1785. var textureProperties = properties.get( texture );
  1786. if ( texture.image.length === 6 ) {
  1787. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1788. if ( ! textureProperties.__image__webglTextureCube ) {
  1789. texture.addEventListener( 'dispose', onTextureDispose );
  1790. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1791. _infoMemory.textures ++;
  1792. }
  1793. state.activeTexture( _gl.TEXTURE0 + slot );
  1794. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1795. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1796. var isCompressed = texture instanceof THREE.CompressedTexture;
  1797. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1798. var cubeImage = [];
  1799. for ( var i = 0; i < 6; i ++ ) {
  1800. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1801. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  1802. } else {
  1803. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1804. }
  1805. }
  1806. var image = cubeImage[ 0 ],
  1807. isImagePowerOfTwo = isPowerOfTwo( image ),
  1808. glFormat = paramThreeToGL( texture.format ),
  1809. glType = paramThreeToGL( texture.type );
  1810. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1811. for ( var i = 0; i < 6; i ++ ) {
  1812. if ( ! isCompressed ) {
  1813. if ( isDataTexture ) {
  1814. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1815. } else {
  1816. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1817. }
  1818. } else {
  1819. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1820. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1821. mipmap = mipmaps[ j ];
  1822. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1823. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1824. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1825. } else {
  1826. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1827. }
  1828. } else {
  1829. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1830. }
  1831. }
  1832. }
  1833. }
  1834. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1835. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1836. }
  1837. textureProperties.__version = texture.version;
  1838. if ( texture.onUpdate ) texture.onUpdate( texture );
  1839. } else {
  1840. state.activeTexture( _gl.TEXTURE0 + slot );
  1841. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1842. }
  1843. }
  1844. }
  1845. function setCubeTextureDynamic ( texture, slot ) {
  1846. state.activeTexture( _gl.TEXTURE0 + slot );
  1847. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1848. }
  1849. // Render targets
  1850. // Setup storage for target texture and bind it to correct framebuffer
  1851. function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) {
  1852. var glFormat = paramThreeToGL( renderTarget.texture.format );
  1853. var glType = paramThreeToGL( renderTarget.texture.type );
  1854. state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1855. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1856. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  1857. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1858. }
  1859. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  1860. function setupRenderBufferStorage ( renderbuffer, renderTarget ) {
  1861. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1862. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1863. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1864. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1865. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1866. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1867. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1868. } else {
  1869. // FIXME: We don't support !depth !stencil
  1870. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1871. }
  1872. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1873. }
  1874. // Setup GL resources for a non-texture depth buffer
  1875. function setupDepthRenderbuffer( renderTarget ) {
  1876. var renderTargetProperties = properties.get( renderTarget );
  1877. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1878. if ( isCube ) {
  1879. renderTargetProperties.__webglDepthbuffer = [];
  1880. for ( var i = 0; i < 6; i ++ ) {
  1881. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  1882. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  1883. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  1884. }
  1885. } else {
  1886. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  1887. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  1888. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  1889. }
  1890. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1891. }
  1892. // Set up GL resources for the render target
  1893. function setupRenderTarget( renderTarget ) {
  1894. var renderTargetProperties = properties.get( renderTarget );
  1895. var textureProperties = properties.get( renderTarget.texture );
  1896. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1897. textureProperties.__webglTexture = _gl.createTexture();
  1898. _infoMemory.textures ++;
  1899. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1900. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
  1901. // Setup framebuffer
  1902. if ( isCube ) {
  1903. renderTargetProperties.__webglFramebuffer = [];
  1904. for ( var i = 0; i < 6; i ++ ) {
  1905. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1906. }
  1907. } else {
  1908. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1909. }
  1910. // Setup color buffer
  1911. if ( isCube ) {
  1912. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  1913. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  1914. for ( var i = 0; i < 6; i ++ ) {
  1915. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1916. }
  1917. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1918. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1919. } else {
  1920. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1921. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  1922. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  1923. if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1924. state.bindTexture( _gl.TEXTURE_2D, null );
  1925. }
  1926. // Setup depth and stencil buffers
  1927. if ( renderTarget.depthBuffer ) {
  1928. setupDepthRenderbuffer( renderTarget );
  1929. }
  1930. }
  1931. this.setRenderTarget = function ( renderTarget ) {
  1932. _currentRenderTarget = renderTarget;
  1933. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1934. setupRenderTarget( renderTarget );
  1935. }
  1936. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1937. var framebuffer, scissor, scissorTest, viewport;
  1938. if ( renderTarget ) {
  1939. var renderTargetProperties = properties.get( renderTarget );
  1940. if ( isCube ) {
  1941. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1942. } else {
  1943. framebuffer = renderTargetProperties.__webglFramebuffer;
  1944. }
  1945. scissor = renderTarget.scissor;
  1946. scissorTest = renderTarget.scissorTest;
  1947. viewport = renderTarget.viewport;
  1948. } else {
  1949. framebuffer = null;
  1950. scissor = _scissor;
  1951. scissorTest = _scissorTest;
  1952. viewport = _viewport;
  1953. }
  1954. if ( framebuffer !== _currentFramebuffer ) {
  1955. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1956. _currentFramebuffer = framebuffer;
  1957. }
  1958. state.scissor( scissor );
  1959. state.setScissorTest( scissorTest );
  1960. state.viewport( viewport );
  1961. if ( isCube ) {
  1962. var textureProperties = properties.get( renderTarget.texture );
  1963. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
  1964. }
  1965. _currentViewport = viewport;
  1966. };
  1967. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  1968. if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
  1969. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1970. return;
  1971. }
  1972. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1973. if ( framebuffer ) {
  1974. var restore = false;
  1975. if ( framebuffer !== _currentFramebuffer ) {
  1976. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1977. restore = true;
  1978. }
  1979. try {
  1980. var texture = renderTarget.texture;
  1981. if ( texture.format !== THREE.RGBAFormat
  1982. && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1983. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1984. return;
  1985. }
  1986. if ( texture.type !== THREE.UnsignedByteType
  1987. && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
  1988. && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
  1989. && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
  1990. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1991. return;
  1992. }
  1993. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1994. _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
  1995. } else {
  1996. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1997. }
  1998. } finally {
  1999. if ( restore ) {
  2000. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  2001. }
  2002. }
  2003. }
  2004. };
  2005. function updateRenderTargetMipmap( renderTarget ) {
  2006. var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  2007. var texture = properties.get( renderTarget.texture ).__webglTexture;
  2008. state.bindTexture( target, texture );
  2009. _gl.generateMipmap( target );
  2010. state.bindTexture( target, null );
  2011. }
  2012. // Fallback filters for non-power-of-2 textures
  2013. function filterFallback ( f ) {
  2014. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  2015. return _gl.NEAREST;
  2016. }
  2017. return _gl.LINEAR;
  2018. }
  2019. // Map three.js constants to WebGL constants
  2020. function paramThreeToGL ( p ) {
  2021. var extension;
  2022. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  2023. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  2024. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  2025. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  2026. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  2027. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  2028. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  2029. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  2030. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  2031. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  2032. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  2033. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  2034. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  2035. if ( p === THREE.ByteType ) return _gl.BYTE;
  2036. if ( p === THREE.ShortType ) return _gl.SHORT;
  2037. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  2038. if ( p === THREE.IntType ) return _gl.INT;
  2039. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  2040. if ( p === THREE.FloatType ) return _gl.FLOAT;
  2041. extension = extensions.get( 'OES_texture_half_float' );
  2042. if ( extension !== null ) {
  2043. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  2044. }
  2045. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  2046. if ( p === THREE.RGBFormat ) return _gl.RGB;
  2047. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2048. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2049. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2050. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2051. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2052. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2053. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2054. if ( p === THREE.OneFactor ) return _gl.ONE;
  2055. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2056. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2057. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2058. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2059. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2060. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2061. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2062. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2063. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2064. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2065. if ( extension !== null ) {
  2066. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2067. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2068. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2069. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2070. }
  2071. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2072. if ( extension !== null ) {
  2073. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2074. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2075. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2076. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2077. }
  2078. extension = extensions.get( 'EXT_blend_minmax' );
  2079. if ( extension !== null ) {
  2080. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2081. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2082. }
  2083. return 0;
  2084. }
  2085. };
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