WebGLRenderer.js 115 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _width = _canvas.width,
  13. _height = _canvas.height,
  14. pixelRatio = 1,
  15. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  16. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  17. _depth = parameters.depth !== undefined ? parameters.depth : true,
  18. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  19. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  20. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  21. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  22. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  23. _clearColor = new THREE.Color( 0x000000 ),
  24. _clearAlpha = 0;
  25. var lights = [];
  26. var _webglObjects = {};
  27. var _webglObjectsImmediate = [];
  28. var opaqueObjects = [];
  29. var transparentObjects = [];
  30. var sprites = [];
  31. var lensFlares = [];
  32. // public properties
  33. this.domElement = _canvas;
  34. this.context = null;
  35. // clearing
  36. this.autoClear = true;
  37. this.autoClearColor = true;
  38. this.autoClearDepth = true;
  39. this.autoClearStencil = true;
  40. // scene graph
  41. this.sortObjects = true;
  42. // physically based shading
  43. this.gammaFactor = 2.0; // for backwards compatibility
  44. this.gammaInput = false;
  45. this.gammaOutput = false;
  46. // morphs
  47. this.maxMorphTargets = 8;
  48. this.maxMorphNormals = 4;
  49. // flags
  50. this.autoScaleCubemaps = true;
  51. // info
  52. this.info = {
  53. memory: {
  54. programs: 0,
  55. geometries: 0,
  56. textures: 0
  57. },
  58. render: {
  59. calls: 0,
  60. vertices: 0,
  61. faces: 0,
  62. points: 0
  63. }
  64. };
  65. // internal properties
  66. var _this = this,
  67. _programs = [],
  68. // internal state cache
  69. _currentProgram = null,
  70. _currentFramebuffer = null,
  71. _currentMaterialId = - 1,
  72. _currentGeometryProgram = '',
  73. _currentCamera = null,
  74. _usedTextureUnits = 0,
  75. _viewportX = 0,
  76. _viewportY = 0,
  77. _viewportWidth = _canvas.width,
  78. _viewportHeight = _canvas.height,
  79. _currentWidth = 0,
  80. _currentHeight = 0,
  81. // frustum
  82. _frustum = new THREE.Frustum(),
  83. // camera matrices cache
  84. _projScreenMatrix = new THREE.Matrix4(),
  85. _vector3 = new THREE.Vector3(),
  86. // light arrays cache
  87. _direction = new THREE.Vector3(),
  88. _lightsNeedUpdate = true,
  89. _lights = {
  90. ambient: [ 0, 0, 0 ],
  91. directional: { length: 0, colors:[], positions: [] },
  92. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  93. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  94. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  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', function ( event ) {
  116. event.preventDefault();
  117. resetGLState();
  118. setDefaultGLState();
  119. _webglObjects = {};
  120. }, false);
  121. } catch ( error ) {
  122. THREE.error( 'THREE.WebGLRenderer: ' + error );
  123. }
  124. var state = new THREE.WebGLState( _gl, paramThreeToGL );
  125. if ( _gl.getShaderPrecisionFormat === undefined ) {
  126. _gl.getShaderPrecisionFormat = function () {
  127. return {
  128. 'rangeMin': 1,
  129. 'rangeMax': 1,
  130. 'precision': 1
  131. };
  132. }
  133. }
  134. var extensions = new THREE.WebGLExtensions( _gl );
  135. var buffers = new THREE.WebGLBuffers( _gl, this.info, extensions, getBufferMaterial );
  136. extensions.get( 'OES_texture_float' );
  137. extensions.get( 'OES_texture_float_linear' );
  138. extensions.get( 'OES_texture_half_float' );
  139. extensions.get( 'OES_texture_half_float_linear' );
  140. extensions.get( 'OES_standard_derivatives' );
  141. extensions.get( 'ANGLE_instanced_arrays' );
  142. if ( _logarithmicDepthBuffer ) {
  143. extensions.get( 'EXT_frag_depth' );
  144. }
  145. //
  146. var glClearColor = function ( r, g, b, a ) {
  147. if ( _premultipliedAlpha === true ) {
  148. r *= a; g *= a; b *= a;
  149. }
  150. _gl.clearColor( r, g, b, a );
  151. };
  152. var setDefaultGLState = function () {
  153. _gl.clearColor( 0, 0, 0, 1 );
  154. _gl.clearDepth( 1 );
  155. _gl.clearStencil( 0 );
  156. _gl.enable( _gl.DEPTH_TEST );
  157. _gl.depthFunc( _gl.LEQUAL );
  158. _gl.frontFace( _gl.CCW );
  159. _gl.cullFace( _gl.BACK );
  160. _gl.enable( _gl.CULL_FACE );
  161. _gl.enable( _gl.BLEND );
  162. _gl.blendEquation( _gl.FUNC_ADD );
  163. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  164. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  165. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  166. };
  167. var resetGLState = function () {
  168. _currentProgram = null;
  169. _currentCamera = null;
  170. _currentGeometryProgram = '';
  171. _currentMaterialId = - 1;
  172. _lightsNeedUpdate = true;
  173. state.reset();
  174. };
  175. setDefaultGLState();
  176. this.context = _gl;
  177. this.extensions = extensions;
  178. this.state = state;
  179. // shadow map
  180. var shadowMap = new THREE.WebGLShadowMap( this, lights, _webglObjects, _webglObjectsImmediate );
  181. this.shadowMap = shadowMap;
  182. // GPU capabilities
  183. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  184. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  185. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  186. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  187. var _supportsVertexTextures = _maxVertexTextures > 0;
  188. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  189. var _supportsInstancedArrays = extensions.get( 'ANGLE_instanced_arrays' );
  190. //
  191. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  192. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  193. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  194. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  195. var getCompressedTextureFormats = ( function () {
  196. var array;
  197. return function () {
  198. if ( array !== undefined ) {
  199. return array;
  200. }
  201. array = [];
  202. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
  203. var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  204. for ( var i = 0; i < formats.length; i ++ ) {
  205. array.push( formats[ i ] );
  206. }
  207. }
  208. return array;
  209. };
  210. } )();
  211. // clamp precision to maximum available
  212. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  213. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  214. if ( _precision === 'highp' && ! highpAvailable ) {
  215. if ( mediumpAvailable ) {
  216. _precision = 'mediump';
  217. THREE.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  218. } else {
  219. _precision = 'lowp';
  220. THREE.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  221. }
  222. }
  223. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  224. _precision = 'lowp';
  225. THREE.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  226. }
  227. // Plugins
  228. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  229. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  230. // API
  231. this.getContext = function () {
  232. return _gl;
  233. };
  234. this.forceContextLoss = function () {
  235. extensions.get( 'WEBGL_lose_context' ).loseContext();
  236. };
  237. this.supportsVertexTextures = function () {
  238. return _supportsVertexTextures;
  239. };
  240. this.supportsInstancedArrays = function () {
  241. return _supportsInstancedArrays;
  242. };
  243. this.supportsFloatTextures = function () {
  244. return extensions.get( 'OES_texture_float' );
  245. };
  246. this.supportsHalfFloatTextures = function () {
  247. return extensions.get( 'OES_texture_half_float' );
  248. };
  249. this.supportsStandardDerivatives = function () {
  250. return extensions.get( 'OES_standard_derivatives' );
  251. };
  252. this.supportsCompressedTextureS3TC = function () {
  253. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  254. };
  255. this.supportsCompressedTexturePVRTC = function () {
  256. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  257. };
  258. this.supportsBlendMinMax = function () {
  259. return extensions.get( 'EXT_blend_minmax' );
  260. };
  261. this.getMaxAnisotropy = ( function () {
  262. var value;
  263. return function () {
  264. if ( value !== undefined ) {
  265. return value;
  266. }
  267. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  268. value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  269. return value;
  270. }
  271. } )();
  272. this.getPrecision = function () {
  273. return _precision;
  274. };
  275. this.getPixelRatio = function () {
  276. return pixelRatio;
  277. };
  278. this.setPixelRatio = function ( value ) {
  279. pixelRatio = value;
  280. };
  281. this.getSize = function () {
  282. return {
  283. width: _width,
  284. height: _height
  285. };
  286. };
  287. this.setSize = function ( width, height, updateStyle ) {
  288. _width = width;
  289. _height = height;
  290. _canvas.width = width * pixelRatio;
  291. _canvas.height = height * pixelRatio;
  292. if ( updateStyle !== false ) {
  293. _canvas.style.width = width + 'px';
  294. _canvas.style.height = height + 'px';
  295. }
  296. this.setViewport( 0, 0, width, height );
  297. };
  298. this.setViewport = function ( x, y, width, height ) {
  299. _viewportX = x * pixelRatio;
  300. _viewportY = y * pixelRatio;
  301. _viewportWidth = width * pixelRatio;
  302. _viewportHeight = height * pixelRatio;
  303. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  304. };
  305. this.setScissor = function ( x, y, width, height ) {
  306. _gl.scissor(
  307. x * pixelRatio,
  308. y * pixelRatio,
  309. width * pixelRatio,
  310. height * pixelRatio
  311. );
  312. };
  313. this.enableScissorTest = function ( enable ) {
  314. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  315. };
  316. // Clearing
  317. this.getClearColor = function () {
  318. return _clearColor;
  319. };
  320. this.setClearColor = function ( color, alpha ) {
  321. _clearColor.set( color );
  322. _clearAlpha = alpha !== undefined ? alpha : 1;
  323. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  324. };
  325. this.getClearAlpha = function () {
  326. return _clearAlpha;
  327. };
  328. this.setClearAlpha = function ( alpha ) {
  329. _clearAlpha = alpha;
  330. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  331. };
  332. this.clear = function ( color, depth, stencil ) {
  333. var bits = 0;
  334. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  335. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  336. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  337. _gl.clear( bits );
  338. };
  339. this.clearColor = function () {
  340. _gl.clear( _gl.COLOR_BUFFER_BIT );
  341. };
  342. this.clearDepth = function () {
  343. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  344. };
  345. this.clearStencil = function () {
  346. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  347. };
  348. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  349. this.setRenderTarget( renderTarget );
  350. this.clear( color, depth, stencil );
  351. };
  352. // Reset
  353. this.resetGLState = resetGLState;
  354. // Events
  355. var onObjectRemoved = function ( event ) {
  356. var object = event.target;
  357. object.traverse( function ( child ) {
  358. child.removeEventListener( 'remove', onObjectRemoved );
  359. removeObject( child );
  360. } );
  361. };
  362. var onGeometryDispose = function ( event ) {
  363. var geometry = event.target;
  364. geometry.removeEventListener( 'dispose', onGeometryDispose );
  365. deallocateGeometry( geometry );
  366. };
  367. var onTextureDispose = function ( event ) {
  368. var texture = event.target;
  369. texture.removeEventListener( 'dispose', onTextureDispose );
  370. deallocateTexture( texture );
  371. _this.info.memory.textures --;
  372. };
  373. var onRenderTargetDispose = function ( event ) {
  374. var renderTarget = event.target;
  375. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  376. deallocateRenderTarget( renderTarget );
  377. _this.info.memory.textures --;
  378. };
  379. var onMaterialDispose = function ( event ) {
  380. var material = event.target;
  381. material.removeEventListener( 'dispose', onMaterialDispose );
  382. deallocateMaterial( material );
  383. };
  384. // Buffer deallocation
  385. var deallocateGeometry = function ( geometry ) {
  386. delete geometry.__webglInit;
  387. if ( geometry instanceof THREE.BufferGeometry ) {
  388. for ( var name in geometry.attributes ) {
  389. var attribute = geometry.attributes[ name ];
  390. if ( attribute.buffer !== undefined ) {
  391. _gl.deleteBuffer( attribute.buffer );
  392. delete attribute.buffer;
  393. }
  394. }
  395. _this.info.memory.geometries --;
  396. } else {
  397. var geometryGroupsList = geometryGroups[ geometry.id ];
  398. if ( geometryGroupsList !== undefined ) {
  399. for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) {
  400. var geometryGroup = geometryGroupsList[ i ];
  401. if ( geometryGroup.numMorphTargets !== undefined ) {
  402. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  403. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  404. }
  405. delete geometryGroup.__webglMorphTargetsBuffers;
  406. }
  407. if ( geometryGroup.numMorphNormals !== undefined ) {
  408. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  409. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  410. }
  411. delete geometryGroup.__webglMorphNormalsBuffers;
  412. }
  413. buffers.delete( geometryGroup );
  414. }
  415. delete geometryGroups[ geometry.id ];
  416. } else {
  417. buffers.delete( geometry );
  418. }
  419. }
  420. // TOFIX: Workaround for deleted geometry being currently bound
  421. _currentGeometryProgram = '';
  422. };
  423. var deallocateTexture = function ( texture ) {
  424. if ( texture.image && texture.image.__webglTextureCube ) {
  425. // cube texture
  426. _gl.deleteTexture( texture.image.__webglTextureCube );
  427. delete texture.image.__webglTextureCube;
  428. } else {
  429. // 2D texture
  430. if ( texture.__webglInit === undefined ) return;
  431. _gl.deleteTexture( texture.__webglTexture );
  432. delete texture.__webglTexture;
  433. delete texture.__webglInit;
  434. }
  435. };
  436. var deallocateRenderTarget = function ( renderTarget ) {
  437. if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
  438. _gl.deleteTexture( renderTarget.__webglTexture );
  439. delete renderTarget.__webglTexture;
  440. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  441. for ( var i = 0; i < 6; i ++ ) {
  442. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  443. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  444. }
  445. } else {
  446. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  447. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  448. }
  449. delete renderTarget.__webglFramebuffer;
  450. delete renderTarget.__webglRenderbuffer;
  451. };
  452. var deallocateMaterial = function ( material ) {
  453. var program = material.program.program;
  454. if ( program === undefined ) return;
  455. material.program = undefined;
  456. // only deallocate GL program if this was the last use of shared program
  457. // assumed there is only single copy of any program in the _programs list
  458. // (that's how it's constructed)
  459. var i, il, programInfo;
  460. var deleteProgram = false;
  461. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  462. programInfo = _programs[ i ];
  463. if ( programInfo.program === program ) {
  464. programInfo.usedTimes --;
  465. if ( programInfo.usedTimes === 0 ) {
  466. deleteProgram = true;
  467. }
  468. break;
  469. }
  470. }
  471. if ( deleteProgram === true ) {
  472. // avoid using array.splice, this is costlier than creating new array from scratch
  473. var newPrograms = [];
  474. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  475. programInfo = _programs[ i ];
  476. if ( programInfo.program !== program ) {
  477. newPrograms.push( programInfo );
  478. }
  479. }
  480. _programs = newPrograms;
  481. _gl.deleteProgram( program );
  482. _this.info.memory.programs --;
  483. }
  484. };
  485. // Buffer initialization
  486. function getBufferMaterial( object, geometryGroup ) {
  487. return object.material instanceof THREE.MeshFaceMaterial
  488. ? object.material.materials[ geometryGroup.materialIndex ]
  489. : object.material;
  490. }
  491. // Buffer rendering
  492. this.renderBufferImmediate = function ( object, program, material ) {
  493. state.initAttributes();
  494. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  495. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  496. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  497. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  498. if ( object.hasPositions ) {
  499. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  500. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  501. state.enableAttribute( program.attributes.position );
  502. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  503. }
  504. if ( object.hasNormals ) {
  505. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  506. if ( material instanceof THREE.MeshPhongMaterial === false &&
  507. material.shading === THREE.FlatShading ) {
  508. var nx, ny, nz,
  509. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  510. normalArray,
  511. i, il = object.count * 3;
  512. for ( i = 0; i < il; i += 9 ) {
  513. normalArray = object.normalArray;
  514. nax = normalArray[ i ];
  515. nay = normalArray[ i + 1 ];
  516. naz = normalArray[ i + 2 ];
  517. nbx = normalArray[ i + 3 ];
  518. nby = normalArray[ i + 4 ];
  519. nbz = normalArray[ i + 5 ];
  520. ncx = normalArray[ i + 6 ];
  521. ncy = normalArray[ i + 7 ];
  522. ncz = normalArray[ i + 8 ];
  523. nx = ( nax + nbx + ncx ) / 3;
  524. ny = ( nay + nby + ncy ) / 3;
  525. nz = ( naz + nbz + ncz ) / 3;
  526. normalArray[ i ] = nx;
  527. normalArray[ i + 1 ] = ny;
  528. normalArray[ i + 2 ] = nz;
  529. normalArray[ i + 3 ] = nx;
  530. normalArray[ i + 4 ] = ny;
  531. normalArray[ i + 5 ] = nz;
  532. normalArray[ i + 6 ] = nx;
  533. normalArray[ i + 7 ] = ny;
  534. normalArray[ i + 8 ] = nz;
  535. }
  536. }
  537. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  538. state.enableAttribute( program.attributes.normal );
  539. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  540. }
  541. if ( object.hasUvs && material.map ) {
  542. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  543. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  544. state.enableAttribute( program.attributes.uv );
  545. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  546. }
  547. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  548. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  549. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  550. state.enableAttribute( program.attributes.color );
  551. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  552. }
  553. state.disableUnusedAttributes();
  554. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  555. object.count = 0;
  556. };
  557. function setupVertexAttributes( material, program, geometry, startIndex ) {
  558. var extension;
  559. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  560. extension = extensions.get( 'ANGLE_instanced_arrays' );
  561. if ( extension === null ) {
  562. THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  563. return;
  564. }
  565. }
  566. var geometryAttributes = geometry.attributes;
  567. var programAttributes = program.attributes;
  568. var programAttributesKeys = program.attributesKeys;
  569. for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
  570. var key = programAttributesKeys[ i ];
  571. var programAttribute = programAttributes[ key ];
  572. if ( programAttribute >= 0 ) {
  573. var geometryAttribute = geometryAttributes[ key ];
  574. if ( geometryAttribute !== undefined ) {
  575. var size = geometryAttribute.itemSize;
  576. state.enableAttribute( programAttribute );
  577. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  578. var data = geometryAttribute.data;
  579. var stride = data.stride;
  580. var offset = geometryAttribute.offset;
  581. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.data.buffer );
  582. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  583. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  584. if ( extension === null ) {
  585. THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  586. return;
  587. }
  588. extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
  589. if ( geometry.maxInstancedCount === undefined ) {
  590. geometry.maxInstancedCount = data.meshPerAttribute * ( data.array.length / data.stride );
  591. }
  592. }
  593. } else {
  594. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
  595. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  596. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  597. if ( extension === null ) {
  598. THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  599. return;
  600. }
  601. extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
  602. if ( geometry.maxInstancedCount === undefined ) {
  603. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * ( geometryAttribute.array.length / geometryAttribute.itemSize );
  604. }
  605. }
  606. }
  607. } else if ( material.defaultAttributeValues !== undefined ) {
  608. if ( material.defaultAttributeValues[ key ].length === 2 ) {
  609. _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
  610. } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
  611. _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
  612. }
  613. }
  614. }
  615. }
  616. state.disableUnusedAttributes();
  617. }
  618. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  619. if ( material.visible === false ) return;
  620. updateObject( object );
  621. var program = setProgram( camera, lights, fog, material, object );
  622. var updateBuffers = false,
  623. wireframeBit = material.wireframe ? 1 : 0,
  624. geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
  625. if ( geometryProgram !== _currentGeometryProgram ) {
  626. _currentGeometryProgram = geometryProgram;
  627. updateBuffers = true;
  628. }
  629. if ( updateBuffers ) {
  630. state.initAttributes();
  631. }
  632. // render mesh
  633. if ( object instanceof THREE.Mesh ) {
  634. var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
  635. var index = geometry.attributes.index;
  636. if ( index ) {
  637. // indexed triangles
  638. var type, size;
  639. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  640. type = _gl.UNSIGNED_INT;
  641. size = 4;
  642. } else {
  643. type = _gl.UNSIGNED_SHORT;
  644. size = 2;
  645. }
  646. var offsets = geometry.offsets;
  647. if ( offsets.length === 0 ) {
  648. if ( updateBuffers ) {
  649. setupVertexAttributes( material, program, geometry, 0 );
  650. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  651. }
  652. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  653. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  654. if ( extension === null ) {
  655. THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  656. return;
  657. }
  658. extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
  659. } else {
  660. _gl.drawElements( mode, index.array.length, type, 0 );
  661. }
  662. _this.info.render.calls ++;
  663. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  664. _this.info.render.faces += index.array.length / 3;
  665. } else {
  666. // if there is more than 1 chunk
  667. // must set attribute pointers to use new offsets for each chunk
  668. // even if geometry and materials didn't change
  669. updateBuffers = true;
  670. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  671. var startIndex = offsets[ i ].index;
  672. if ( updateBuffers ) {
  673. setupVertexAttributes( material, program, geometry, startIndex );
  674. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  675. }
  676. // render indexed triangles
  677. if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[i].instances > 0 ) {
  678. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  679. if ( extension === null ) {
  680. THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  681. return;
  682. }
  683. extension.drawElementsInstancedANGLE( mode, offsets[i].count, type, offsets[i].start * size, offsets[i].count, type, offsets[i].instances ); // Draw the instanced meshes
  684. } else {
  685. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  686. }
  687. _this.info.render.calls ++;
  688. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  689. _this.info.render.faces += offsets[ i ].count / 3;
  690. }
  691. }
  692. } else {
  693. // non-indexed triangles
  694. if ( updateBuffers ) {
  695. setupVertexAttributes( material, program, geometry, 0 );
  696. }
  697. var position = geometry.attributes[ 'position' ];
  698. // render non-indexed triangles
  699. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  700. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  701. if ( extension === null ) {
  702. THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  703. return;
  704. }
  705. if ( position instanceof THREE.InterleavedBufferAttribute ) {
  706. extension.drawArraysInstancedANGLE( mode, 0, position.data.array.length / position.data.stride, geometry.maxInstancedCount ); // Draw the instanced meshes
  707. } else {
  708. extension.drawArraysInstancedANGLE( mode, 0, position.array.length / position.itemSize, geometry.maxInstancedCount ); // Draw the instanced meshes
  709. }
  710. } else {
  711. if ( position instanceof THREE.InterleavedBufferAttribute ) {
  712. _gl.drawArrays( mode, 0, position.data.array.length / position.data.stride );
  713. } else {
  714. _gl.drawArrays( mode, 0, position.array.length / position.itemSize );
  715. }
  716. }
  717. _this.info.render.calls ++;
  718. _this.info.render.vertices += position.array.length / position.itemSize;
  719. _this.info.render.faces += position.array.length / ( 3 * position.itemSize );
  720. }
  721. } else if ( object instanceof THREE.PointCloud ) {
  722. // render particles
  723. var mode = _gl.POINTS;
  724. var index = geometry.attributes.index;
  725. if ( index ) {
  726. // indexed points
  727. var type, size;
  728. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  729. type = _gl.UNSIGNED_INT;
  730. size = 4;
  731. } else {
  732. type = _gl.UNSIGNED_SHORT;
  733. size = 2;
  734. }
  735. var offsets = geometry.offsets;
  736. if ( offsets.length === 0 ) {
  737. if ( updateBuffers ) {
  738. setupVertexAttributes( material, program, geometry, 0 );
  739. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  740. }
  741. _gl.drawElements( mode, index.array.length, type, 0);
  742. _this.info.render.calls ++;
  743. _this.info.render.points += index.array.length;
  744. } else {
  745. // if there is more than 1 chunk
  746. // must set attribute pointers to use new offsets for each chunk
  747. // even if geometry and materials didn't change
  748. if ( offsets.length > 1 ) updateBuffers = true;
  749. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  750. var startIndex = offsets[ i ].index;
  751. if ( updateBuffers ) {
  752. setupVertexAttributes( material, program, geometry, startIndex );
  753. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  754. }
  755. // render indexed points
  756. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  757. _this.info.render.calls ++;
  758. _this.info.render.points += offsets[ i ].count;
  759. }
  760. }
  761. } else {
  762. // non-indexed points
  763. if ( updateBuffers ) {
  764. setupVertexAttributes( material, program, geometry, 0 );
  765. }
  766. var position = geometry.attributes.position;
  767. var offsets = geometry.offsets;
  768. if ( offsets.length === 0 ) {
  769. _gl.drawArrays( mode, 0, position.array.length / 3 );
  770. _this.info.render.calls ++;
  771. _this.info.render.points += position.array.length / 3;
  772. } else {
  773. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  774. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  775. _this.info.render.calls ++;
  776. _this.info.render.points += offsets[ i ].count;
  777. }
  778. }
  779. }
  780. } else if ( object instanceof THREE.Line ) {
  781. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  782. state.setLineWidth( material.linewidth * pixelRatio );
  783. var index = geometry.attributes.index;
  784. if ( index ) {
  785. // indexed lines
  786. var type, size;
  787. if ( index.array instanceof Uint32Array ) {
  788. type = _gl.UNSIGNED_INT;
  789. size = 4;
  790. } else {
  791. type = _gl.UNSIGNED_SHORT;
  792. size = 2;
  793. }
  794. var offsets = geometry.offsets;
  795. if ( offsets.length === 0 ) {
  796. if ( updateBuffers ) {
  797. setupVertexAttributes( material, program, geometry, 0 );
  798. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  799. }
  800. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  801. _this.info.render.calls ++;
  802. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  803. } else {
  804. // if there is more than 1 chunk
  805. // must set attribute pointers to use new offsets for each chunk
  806. // even if geometry and materials didn't change
  807. if ( offsets.length > 1 ) updateBuffers = true;
  808. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  809. var startIndex = offsets[ i ].index;
  810. if ( updateBuffers ) {
  811. setupVertexAttributes( material, program, geometry, startIndex );
  812. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  813. }
  814. // render indexed lines
  815. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  816. _this.info.render.calls ++;
  817. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  818. }
  819. }
  820. } else {
  821. // non-indexed lines
  822. if ( updateBuffers ) {
  823. setupVertexAttributes( material, program, geometry, 0 );
  824. }
  825. var position = geometry.attributes.position;
  826. var offsets = geometry.offsets;
  827. if ( offsets.length === 0 ) {
  828. _gl.drawArrays( mode, 0, position.array.length / 3 );
  829. _this.info.render.calls ++;
  830. _this.info.render.vertices += position.array.length / 3;
  831. } else {
  832. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  833. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  834. _this.info.render.calls ++;
  835. _this.info.render.vertices += offsets[ i ].count;
  836. }
  837. }
  838. }
  839. }
  840. };
  841. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  842. if ( material.visible === false ) return;
  843. updateObject( object );
  844. var program = setProgram( camera, lights, fog, material, object );
  845. var attributes = program.attributes;
  846. var updateBuffers = false,
  847. wireframeBit = material.wireframe ? 1 : 0,
  848. geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit;
  849. if ( geometryProgram !== _currentGeometryProgram ) {
  850. _currentGeometryProgram = geometryProgram;
  851. updateBuffers = true;
  852. }
  853. if ( updateBuffers ) {
  854. state.initAttributes();
  855. }
  856. // vertices
  857. if ( ! material.morphTargets && attributes.position >= 0 ) {
  858. if ( updateBuffers ) {
  859. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  860. state.enableAttribute( attributes.position );
  861. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  862. }
  863. } else {
  864. if ( object.morphTargetBase ) {
  865. setupMorphTargets( material, geometryGroup, object );
  866. }
  867. }
  868. if ( updateBuffers ) {
  869. // custom attributes
  870. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  871. if ( geometryGroup.__webglCustomAttributesList ) {
  872. for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  873. var attribute = geometryGroup.__webglCustomAttributesList[ i ];
  874. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  875. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  876. state.enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  877. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  878. }
  879. }
  880. }
  881. // colors
  882. if ( attributes.color >= 0 ) {
  883. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  884. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  885. state.enableAttribute( attributes.color );
  886. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  887. } else if ( material.defaultAttributeValues !== undefined ) {
  888. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  889. }
  890. }
  891. // normals
  892. if ( attributes.normal >= 0 ) {
  893. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  894. state.enableAttribute( attributes.normal );
  895. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  896. }
  897. // tangents
  898. if ( attributes.tangent >= 0 ) {
  899. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  900. state.enableAttribute( attributes.tangent );
  901. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  902. }
  903. // uvs
  904. if ( attributes.uv >= 0 ) {
  905. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  906. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  907. state.enableAttribute( attributes.uv );
  908. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  909. } else if ( material.defaultAttributeValues !== undefined ) {
  910. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  911. }
  912. }
  913. if ( attributes.uv2 >= 0 ) {
  914. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  915. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  916. state.enableAttribute( attributes.uv2 );
  917. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  918. } else if ( material.defaultAttributeValues !== undefined ) {
  919. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  920. }
  921. }
  922. if ( material.skinning &&
  923. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  924. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  925. state.enableAttribute( attributes.skinIndex );
  926. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  927. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  928. state.enableAttribute( attributes.skinWeight );
  929. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  930. }
  931. // line distances
  932. if ( attributes.lineDistance >= 0 ) {
  933. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  934. state.enableAttribute( attributes.lineDistance );
  935. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  936. }
  937. }
  938. state.disableUnusedAttributes();
  939. // render mesh
  940. if ( object instanceof THREE.Mesh ) {
  941. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  942. // wireframe
  943. if ( material.wireframe ) {
  944. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  945. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  946. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  947. // triangles
  948. } else {
  949. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  950. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  951. }
  952. _this.info.render.calls ++;
  953. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  954. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  955. // render lines
  956. } else if ( object instanceof THREE.Line ) {
  957. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  958. state.setLineWidth( material.linewidth * pixelRatio );
  959. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  960. _this.info.render.calls ++;
  961. // render particles
  962. } else if ( object instanceof THREE.PointCloud ) {
  963. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  964. _this.info.render.calls ++;
  965. _this.info.render.points += geometryGroup.__webglParticleCount;
  966. }
  967. };
  968. function setupMorphTargets ( material, geometryGroup, object ) {
  969. // set base
  970. var attributes = material.program.attributes;
  971. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  972. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  973. state.enableAttribute( attributes.position );
  974. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  975. } else if ( attributes.position >= 0 ) {
  976. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  977. state.enableAttribute( attributes.position );
  978. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  979. }
  980. if ( object.morphTargetForcedOrder.length ) {
  981. // set forced order
  982. var m = 0;
  983. var order = object.morphTargetForcedOrder;
  984. var influences = object.morphTargetInfluences;
  985. var attribute;
  986. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  987. attribute = attributes[ 'morphTarget' + m ];
  988. if ( attribute >= 0 ) {
  989. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  990. state.enableAttribute( attribute );
  991. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  992. }
  993. attribute = attributes[ 'morphNormal' + m ];
  994. if ( attribute >= 0 && material.morphNormals ) {
  995. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  996. state.enableAttribute( attribute );
  997. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  998. }
  999. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1000. m ++;
  1001. }
  1002. } else {
  1003. // find the most influencing
  1004. var activeInfluenceIndices = [];
  1005. var influences = object.morphTargetInfluences;
  1006. var morphTargets = object.geometry.morphTargets;
  1007. if ( influences.length > morphTargets.length ) {
  1008. THREE.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
  1009. influences.length = morphTargets.length;
  1010. }
  1011. for ( var i = 0, il = influences.length; i < il; i ++ ) {
  1012. var influence = influences[ i ];
  1013. activeInfluenceIndices.push( [ influence, i ] );
  1014. }
  1015. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1016. activeInfluenceIndices.sort( numericalSort );
  1017. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1018. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1019. activeInfluenceIndices.sort( numericalSort );
  1020. } else if ( activeInfluenceIndices.length === 0 ) {
  1021. activeInfluenceIndices.push( [ 0, 0 ] );
  1022. }
  1023. var attribute;
  1024. for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
  1025. if ( activeInfluenceIndices[ m ] ) {
  1026. var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1027. attribute = attributes[ 'morphTarget' + m ];
  1028. if ( attribute >= 0 ) {
  1029. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1030. state.enableAttribute( attribute );
  1031. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1032. }
  1033. attribute = attributes[ 'morphNormal' + m ];
  1034. if ( attribute >= 0 && material.morphNormals ) {
  1035. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1036. state.enableAttribute( attribute );
  1037. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  1038. }
  1039. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1040. } else {
  1041. /*
  1042. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1043. if ( material.morphNormals ) {
  1044. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1045. }
  1046. */
  1047. object.__webglMorphTargetInfluences[ m ] = 0;
  1048. }
  1049. }
  1050. }
  1051. // load updated influences uniform
  1052. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1053. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1054. }
  1055. }
  1056. // Sorting
  1057. function painterSortStable ( a, b ) {
  1058. if ( a.object.renderOrder !== b.object.renderOrder ) {
  1059. return a.object.renderOrder - b.object.renderOrder;
  1060. } else if ( a.material.id !== b.material.id ) {
  1061. return a.material.id - b.material.id;
  1062. } else if ( a.z !== b.z ) {
  1063. return a.z - b.z;
  1064. } else {
  1065. return a.id - b.id;
  1066. }
  1067. }
  1068. function reversePainterSortStable ( a, b ) {
  1069. if ( a.object.renderOrder !== b.object.renderOrder ) {
  1070. return a.object.renderOrder - b.object.renderOrder;
  1071. } if ( a.z !== b.z ) {
  1072. return b.z - a.z;
  1073. } else {
  1074. return a.id - b.id;
  1075. }
  1076. }
  1077. function numericalSort ( a, b ) {
  1078. return b[ 0 ] - a[ 0 ];
  1079. }
  1080. // Rendering
  1081. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1082. if ( camera instanceof THREE.Camera === false ) {
  1083. THREE.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1084. return;
  1085. }
  1086. var fog = scene.fog;
  1087. // reset caching for this frame
  1088. _currentGeometryProgram = '';
  1089. _currentMaterialId = - 1;
  1090. _currentCamera = null;
  1091. _lightsNeedUpdate = true;
  1092. // update scene graph
  1093. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1094. // update camera matrices and frustum
  1095. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1096. // update Skeleton objects
  1097. scene.traverse( function ( object ) {
  1098. if ( object instanceof THREE.SkinnedMesh ) {
  1099. object.skeleton.update();
  1100. }
  1101. } );
  1102. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1103. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1104. _frustum.setFromMatrix( _projScreenMatrix );
  1105. lights.length = 0;
  1106. opaqueObjects.length = 0;
  1107. transparentObjects.length = 0;
  1108. sprites.length = 0;
  1109. lensFlares.length = 0;
  1110. projectObject( scene );
  1111. if ( _this.sortObjects === true ) {
  1112. opaqueObjects.sort( painterSortStable );
  1113. transparentObjects.sort( reversePainterSortStable );
  1114. }
  1115. //
  1116. shadowMap.render( scene, camera );
  1117. //
  1118. _this.info.render.calls = 0;
  1119. _this.info.render.vertices = 0;
  1120. _this.info.render.faces = 0;
  1121. _this.info.render.points = 0;
  1122. this.setRenderTarget( renderTarget );
  1123. if ( this.autoClear || forceClear ) {
  1124. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1125. }
  1126. // set matrices for immediate objects
  1127. for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  1128. var webglObject = _webglObjectsImmediate[ i ];
  1129. var object = webglObject.object;
  1130. if ( object.visible ) {
  1131. setupMatrices( object, camera );
  1132. unrollImmediateBufferMaterial( webglObject );
  1133. }
  1134. }
  1135. if ( scene.overrideMaterial ) {
  1136. var overrideMaterial = scene.overrideMaterial;
  1137. setMaterial( overrideMaterial );
  1138. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  1139. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  1140. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, overrideMaterial );
  1141. } else {
  1142. // opaque pass (front-to-back order)
  1143. state.setBlending( THREE.NoBlending );
  1144. renderObjects( opaqueObjects, camera, lights, fog, null );
  1145. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, null );
  1146. // transparent pass (back-to-front order)
  1147. renderObjects( transparentObjects, camera, lights, fog, null );
  1148. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, null );
  1149. }
  1150. // custom render plugins (post pass)
  1151. spritePlugin.render( scene, camera );
  1152. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  1153. // Generate mipmap if we're using any kind of mipmap filtering
  1154. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1155. updateRenderTargetMipmap( renderTarget );
  1156. }
  1157. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1158. state.setDepthTest( true );
  1159. state.setDepthWrite( true );
  1160. state.setColorWrite( true );
  1161. // _gl.finish();
  1162. };
  1163. function projectObject( object ) {
  1164. if ( object.visible === false ) return;
  1165. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  1166. // skip
  1167. } else {
  1168. initObject( object );
  1169. if ( object instanceof THREE.Light ) {
  1170. lights.push( object );
  1171. } else if ( object instanceof THREE.Sprite ) {
  1172. sprites.push( object );
  1173. } else if ( object instanceof THREE.LensFlare ) {
  1174. lensFlares.push( object );
  1175. } else {
  1176. var webglObjects = _webglObjects[ object.id ];
  1177. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  1178. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  1179. var webglObject = webglObjects[ i ];
  1180. unrollBufferMaterial( webglObject );
  1181. webglObject.render = true;
  1182. if ( _this.sortObjects === true ) {
  1183. _vector3.setFromMatrixPosition( object.matrixWorld );
  1184. _vector3.applyProjection( _projScreenMatrix );
  1185. webglObject.z = _vector3.z;
  1186. }
  1187. }
  1188. }
  1189. }
  1190. }
  1191. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  1192. projectObject( object.children[ i ] );
  1193. }
  1194. }
  1195. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  1196. var material;
  1197. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  1198. var webglObject = renderList[ i ];
  1199. var object = webglObject.object;
  1200. var buffer = webglObject.buffer;
  1201. setupMatrices( object, camera );
  1202. if ( overrideMaterial ) {
  1203. material = overrideMaterial;
  1204. } else {
  1205. material = webglObject.material;
  1206. if ( ! material ) continue;
  1207. setMaterial( material );
  1208. }
  1209. _this.setMaterialFaces( material );
  1210. if ( buffer instanceof THREE.BufferGeometry ) {
  1211. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  1212. } else {
  1213. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  1214. }
  1215. }
  1216. }
  1217. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
  1218. var material;
  1219. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  1220. var webglObject = renderList[ i ];
  1221. var object = webglObject.object;
  1222. if ( object.visible ) {
  1223. if ( overrideMaterial ) {
  1224. material = overrideMaterial;
  1225. } else {
  1226. material = webglObject[ materialType ];
  1227. if ( ! material ) continue;
  1228. setMaterial( material );
  1229. }
  1230. _this.renderImmediateObject( camera, lights, fog, material, object );
  1231. }
  1232. }
  1233. }
  1234. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  1235. var program = setProgram( camera, lights, fog, material, object );
  1236. _currentGeometryProgram = '';
  1237. _this.setMaterialFaces( material );
  1238. if ( object.immediateRenderCallback ) {
  1239. object.immediateRenderCallback( program, _gl, _frustum );
  1240. } else {
  1241. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  1242. }
  1243. };
  1244. function unrollImmediateBufferMaterial ( globject ) {
  1245. var object = globject.object,
  1246. material = object.material;
  1247. if ( material.transparent ) {
  1248. globject.transparent = material;
  1249. globject.opaque = null;
  1250. } else {
  1251. globject.opaque = material;
  1252. globject.transparent = null;
  1253. }
  1254. }
  1255. function unrollBufferMaterial ( globject ) {
  1256. var object = globject.object;
  1257. var buffer = globject.buffer;
  1258. var geometry = object.geometry;
  1259. var material = object.material;
  1260. if ( material instanceof THREE.MeshFaceMaterial ) {
  1261. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  1262. material = material.materials[ materialIndex ];
  1263. globject.material = material;
  1264. if ( material.transparent ) {
  1265. transparentObjects.push( globject );
  1266. } else {
  1267. opaqueObjects.push( globject );
  1268. }
  1269. } else if ( material ) {
  1270. globject.material = material;
  1271. if ( material.transparent ) {
  1272. transparentObjects.push( globject );
  1273. } else {
  1274. opaqueObjects.push( globject );
  1275. }
  1276. }
  1277. }
  1278. function initObject( object ) {
  1279. if ( object.__webglInit === undefined ) {
  1280. object.__webglInit = true;
  1281. object._modelViewMatrix = new THREE.Matrix4();
  1282. object._normalMatrix = new THREE.Matrix3();
  1283. object.addEventListener( 'removed', onObjectRemoved );
  1284. }
  1285. var geometry = object.geometry;
  1286. if ( geometry === undefined ) {
  1287. // ImmediateRenderObject
  1288. } else if ( geometry.__webglInit === undefined ) {
  1289. geometry.__webglInit = true;
  1290. geometry.addEventListener( 'dispose', onGeometryDispose );
  1291. if ( geometry instanceof THREE.BufferGeometry ) {
  1292. _this.info.memory.geometries ++;
  1293. } else if ( object instanceof THREE.Mesh ) {
  1294. initGeometryGroups( object, geometry );
  1295. } else if ( object instanceof THREE.Line ) {
  1296. buffers.initLineBuffers( geometry, object );
  1297. } else if ( object instanceof THREE.PointCloud ) {
  1298. buffers.initPointCloudBuffers( geometry, object );
  1299. }
  1300. }
  1301. if ( object.__webglActive === undefined) {
  1302. object.__webglActive = true;
  1303. if ( object instanceof THREE.Mesh ) {
  1304. if ( geometry instanceof THREE.BufferGeometry ) {
  1305. addBuffer( _webglObjects, geometry, object );
  1306. } else if ( geometry instanceof THREE.Geometry ) {
  1307. var geometryGroupsList = geometryGroups[ geometry.id ];
  1308. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  1309. addBuffer( _webglObjects, geometryGroupsList[ i ], object );
  1310. }
  1311. }
  1312. } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
  1313. addBuffer( _webglObjects, geometry, object );
  1314. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  1315. addBufferImmediate( _webglObjectsImmediate, object );
  1316. }
  1317. }
  1318. }
  1319. // Geometry splitting
  1320. var geometryGroups = {};
  1321. var geometryGroupCounter = 0;
  1322. function makeGroups( geometry, usesFaceMaterial ) {
  1323. var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
  1324. var groupHash, hash_map = {};
  1325. var numMorphTargets = geometry.morphTargets.length;
  1326. var numMorphNormals = geometry.morphNormals.length;
  1327. var group;
  1328. var groups = {};
  1329. var groupsList = [];
  1330. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  1331. var face = geometry.faces[ f ];
  1332. var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  1333. if ( ! ( materialIndex in hash_map ) ) {
  1334. hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
  1335. }
  1336. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  1337. if ( ! ( groupHash in groups ) ) {
  1338. group = {
  1339. id: geometryGroupCounter ++,
  1340. faces3: [],
  1341. materialIndex: materialIndex,
  1342. vertices: 0,
  1343. numMorphTargets: numMorphTargets,
  1344. numMorphNormals: numMorphNormals
  1345. };
  1346. groups[ groupHash ] = group;
  1347. groupsList.push( group );
  1348. }
  1349. if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  1350. hash_map[ materialIndex ].counter += 1;
  1351. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  1352. if ( ! ( groupHash in groups ) ) {
  1353. group = {
  1354. id: geometryGroupCounter ++,
  1355. faces3: [],
  1356. materialIndex: materialIndex,
  1357. vertices: 0,
  1358. numMorphTargets: numMorphTargets,
  1359. numMorphNormals: numMorphNormals
  1360. };
  1361. groups[ groupHash ] = group;
  1362. groupsList.push( group );
  1363. }
  1364. }
  1365. groups[ groupHash ].faces3.push( f );
  1366. groups[ groupHash ].vertices += 3;
  1367. }
  1368. return groupsList;
  1369. }
  1370. function initGeometryGroups( object, geometry ) {
  1371. var material = object.material, addBuffers = false;
  1372. if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
  1373. delete _webglObjects[ object.id ];
  1374. geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
  1375. geometry.groupsNeedUpdate = false;
  1376. }
  1377. var geometryGroupsList = geometryGroups[ geometry.id ];
  1378. // create separate VBOs per geometry chunk
  1379. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  1380. var geometryGroup = geometryGroupsList[ i ];
  1381. // initialise VBO on the first access
  1382. if ( geometryGroup.__webglVertexBuffer === undefined ) {
  1383. buffers.initMeshBuffers( geometryGroup, object );
  1384. geometry.verticesNeedUpdate = true;
  1385. geometry.morphTargetsNeedUpdate = true;
  1386. geometry.elementsNeedUpdate = true;
  1387. geometry.uvsNeedUpdate = true;
  1388. geometry.normalsNeedUpdate = true;
  1389. geometry.tangentsNeedUpdate = true;
  1390. geometry.colorsNeedUpdate = true;
  1391. addBuffers = true;
  1392. } else {
  1393. addBuffers = false;
  1394. }
  1395. if ( addBuffers || object.__webglActive === undefined ) {
  1396. addBuffer( _webglObjects, geometryGroup, object );
  1397. }
  1398. }
  1399. object.__webglActive = true;
  1400. }
  1401. function addBuffer( objlist, buffer, object ) {
  1402. var id = object.id;
  1403. objlist[id] = objlist[id] || [];
  1404. objlist[id].push(
  1405. {
  1406. id: id,
  1407. buffer: buffer,
  1408. object: object,
  1409. material: null,
  1410. z: 0
  1411. }
  1412. );
  1413. };
  1414. function addBufferImmediate( objlist, object ) {
  1415. objlist.push(
  1416. {
  1417. id: null,
  1418. object: object,
  1419. opaque: null,
  1420. transparent: null,
  1421. z: 0
  1422. }
  1423. );
  1424. };
  1425. // Objects updates
  1426. function updateObject( object ) {
  1427. var geometry = object.geometry;
  1428. if ( geometry instanceof THREE.BufferGeometry ) {
  1429. var attributes = geometry.attributes;
  1430. var attributesKeys = geometry.attributesKeys;
  1431. for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
  1432. var key = attributesKeys[ i ];
  1433. var attribute = attributes[ key ];
  1434. var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  1435. var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute;
  1436. if ( data.buffer === undefined ) {
  1437. data.buffer = _gl.createBuffer();
  1438. _gl.bindBuffer( bufferType, data.buffer );
  1439. var usage = _gl.STATIC_DRAW;
  1440. if ( data instanceof THREE.DynamicBufferAttribute
  1441. || ( data instanceof THREE.InstancedBufferAttribute && data.dynamic === true )
  1442. || ( data instanceof THREE.InterleavedBuffer && data.dynamic === true )
  1443. ) {
  1444. usage = _gl.DYNAMIC_DRAW;
  1445. }
  1446. _gl.bufferData( bufferType, data.array, usage );
  1447. data.needsUpdate = false;
  1448. } else if ( data.needsUpdate === true ) {
  1449. _gl.bindBuffer( bufferType, data.buffer );
  1450. if ( data.updateRange === undefined || data.updateRange.count === -1 ) { // Not using update ranges
  1451. _gl.bufferSubData( bufferType, 0, data.array );
  1452. } else if ( data.updateRange.count === 0 ) {
  1453. THREE.error( 'THREE.WebGLRenderer.updateObject: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' );
  1454. } else {
  1455. _gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
  1456. data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
  1457. data.updateRange.count = 0; // reset range
  1458. }
  1459. data.needsUpdate = false;
  1460. }
  1461. }
  1462. } else if ( object instanceof THREE.Mesh ) {
  1463. // check all geometry groups
  1464. if ( geometry.groupsNeedUpdate === true ) {
  1465. initGeometryGroups( object, geometry );
  1466. }
  1467. var geometryGroupsList = geometryGroups[ geometry.id ];
  1468. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  1469. var geometryGroup = geometryGroupsList[ i ];
  1470. var material = getBufferMaterial( object, geometryGroup );
  1471. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1472. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  1473. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  1474. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  1475. buffers.setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  1476. }
  1477. }
  1478. geometry.verticesNeedUpdate = false;
  1479. geometry.morphTargetsNeedUpdate = false;
  1480. geometry.elementsNeedUpdate = false;
  1481. geometry.uvsNeedUpdate = false;
  1482. geometry.normalsNeedUpdate = false;
  1483. geometry.colorsNeedUpdate = false;
  1484. geometry.tangentsNeedUpdate = false;
  1485. material.attributes && clearCustomAttributes( material );
  1486. } else if ( object instanceof THREE.Line ) {
  1487. var material = getBufferMaterial( object, geometry );
  1488. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1489. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  1490. buffers.setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  1491. }
  1492. geometry.verticesNeedUpdate = false;
  1493. geometry.colorsNeedUpdate = false;
  1494. geometry.lineDistancesNeedUpdate = false;
  1495. material.attributes && clearCustomAttributes( material );
  1496. } else if ( object instanceof THREE.PointCloud ) {
  1497. var material = getBufferMaterial( object, geometry );
  1498. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1499. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
  1500. buffers.setPointCloudBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  1501. }
  1502. geometry.verticesNeedUpdate = false;
  1503. geometry.colorsNeedUpdate = false;
  1504. material.attributes && clearCustomAttributes( material );
  1505. }
  1506. }
  1507. // Objects updates - custom attributes check
  1508. function areCustomAttributesDirty( material ) {
  1509. for ( var name in material.attributes ) {
  1510. if ( material.attributes[ name ].needsUpdate ) return true;
  1511. }
  1512. return false;
  1513. }
  1514. function clearCustomAttributes( material ) {
  1515. for ( var name in material.attributes ) {
  1516. material.attributes[ name ].needsUpdate = false;
  1517. }
  1518. }
  1519. // Objects removal
  1520. function removeObject( object ) {
  1521. if ( object instanceof THREE.Mesh ||
  1522. object instanceof THREE.PointCloud ||
  1523. object instanceof THREE.Line ) {
  1524. delete _webglObjects[ object.id ];
  1525. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  1526. removeInstances( _webglObjectsImmediate, object );
  1527. }
  1528. delete object.__webglInit;
  1529. delete object._modelViewMatrix;
  1530. delete object._normalMatrix;
  1531. delete object.__webglActive;
  1532. }
  1533. function removeInstances( objlist, object ) {
  1534. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  1535. if ( objlist[ o ].object === object ) {
  1536. objlist.splice( o, 1 );
  1537. }
  1538. }
  1539. }
  1540. // Materials
  1541. var shaderIDs = {
  1542. MeshDepthMaterial: 'depth',
  1543. MeshNormalMaterial: 'normal',
  1544. MeshBasicMaterial: 'basic',
  1545. MeshLambertMaterial: 'lambert',
  1546. MeshPhongMaterial: 'phong',
  1547. LineBasicMaterial: 'basic',
  1548. LineDashedMaterial: 'dashed',
  1549. PointCloudMaterial: 'particle_basic'
  1550. };
  1551. function initMaterial( material, lights, fog, object ) {
  1552. material.addEventListener( 'dispose', onMaterialDispose );
  1553. var shaderID = shaderIDs[ material.type ];
  1554. if ( shaderID ) {
  1555. var shader = THREE.ShaderLib[ shaderID ];
  1556. material.__webglShader = {
  1557. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  1558. vertexShader: shader.vertexShader,
  1559. fragmentShader: shader.fragmentShader
  1560. }
  1561. } else {
  1562. material.__webglShader = {
  1563. uniforms: material.uniforms,
  1564. vertexShader: material.vertexShader,
  1565. fragmentShader: material.fragmentShader
  1566. }
  1567. }
  1568. // heuristics to create shader parameters according to lights in the scene
  1569. // (not to blow over maxLights budget)
  1570. var maxLightCount = allocateLights( lights );
  1571. var maxShadows = allocateShadows( lights );
  1572. var maxBones = allocateBones( object );
  1573. var parameters = {
  1574. precision: _precision,
  1575. supportsVertexTextures: _supportsVertexTextures,
  1576. map: !! material.map,
  1577. envMap: !! material.envMap,
  1578. envMapMode: material.envMap && material.envMap.mapping,
  1579. lightMap: !! material.lightMap,
  1580. aoMap: !! material.aoMap,
  1581. bumpMap: !! material.bumpMap,
  1582. normalMap: !! material.normalMap,
  1583. specularMap: !! material.specularMap,
  1584. alphaMap: !! material.alphaMap,
  1585. combine: material.combine,
  1586. vertexColors: material.vertexColors,
  1587. fog: fog,
  1588. useFog: material.fog,
  1589. fogExp: fog instanceof THREE.FogExp2,
  1590. flatShading: material.shading === THREE.FlatShading,
  1591. sizeAttenuation: material.sizeAttenuation,
  1592. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  1593. skinning: material.skinning,
  1594. maxBones: maxBones,
  1595. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  1596. morphTargets: material.morphTargets,
  1597. morphNormals: material.morphNormals,
  1598. maxMorphTargets: _this.maxMorphTargets,
  1599. maxMorphNormals: _this.maxMorphNormals,
  1600. maxDirLights: maxLightCount.directional,
  1601. maxPointLights: maxLightCount.point,
  1602. maxSpotLights: maxLightCount.spot,
  1603. maxHemiLights: maxLightCount.hemi,
  1604. maxShadows: maxShadows,
  1605. shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
  1606. shadowMapType: shadowMap.type,
  1607. shadowMapDebug: shadowMap.debug,
  1608. shadowMapCascade: shadowMap.cascade,
  1609. alphaTest: material.alphaTest,
  1610. metal: material.metal,
  1611. wrapAround: material.wrapAround,
  1612. doubleSided: material.side === THREE.DoubleSide,
  1613. flipSided: material.side === THREE.BackSide
  1614. };
  1615. // Generate code
  1616. var chunks = [];
  1617. if ( shaderID ) {
  1618. chunks.push( shaderID );
  1619. } else {
  1620. chunks.push( material.fragmentShader );
  1621. chunks.push( material.vertexShader );
  1622. }
  1623. if ( material.defines !== undefined ) {
  1624. for ( var name in material.defines ) {
  1625. chunks.push( name );
  1626. chunks.push( material.defines[ name ] );
  1627. }
  1628. }
  1629. for ( var name in parameters ) {
  1630. chunks.push( name );
  1631. chunks.push( parameters[ name ] );
  1632. }
  1633. var code = chunks.join();
  1634. var program;
  1635. // Check if code has been already compiled
  1636. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  1637. var programInfo = _programs[ p ];
  1638. if ( programInfo.code === code ) {
  1639. program = programInfo;
  1640. program.usedTimes ++;
  1641. break;
  1642. }
  1643. }
  1644. if ( program === undefined ) {
  1645. program = new THREE.WebGLProgram( _this, code, material, parameters );
  1646. _programs.push( program );
  1647. _this.info.memory.programs = _programs.length;
  1648. }
  1649. material.program = program;
  1650. var attributes = program.attributes;
  1651. if ( material.morphTargets ) {
  1652. material.numSupportedMorphTargets = 0;
  1653. var id, base = 'morphTarget';
  1654. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  1655. id = base + i;
  1656. if ( attributes[ id ] >= 0 ) {
  1657. material.numSupportedMorphTargets ++;
  1658. }
  1659. }
  1660. }
  1661. if ( material.morphNormals ) {
  1662. material.numSupportedMorphNormals = 0;
  1663. var id, base = 'morphNormal';
  1664. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  1665. id = base + i;
  1666. if ( attributes[ id ] >= 0 ) {
  1667. material.numSupportedMorphNormals ++;
  1668. }
  1669. }
  1670. }
  1671. material.uniformsList = [];
  1672. for ( var u in material.__webglShader.uniforms ) {
  1673. var location = material.program.uniforms[ u ];
  1674. if ( location ) {
  1675. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  1676. }
  1677. }
  1678. }
  1679. function setMaterial( material ) {
  1680. if ( material.transparent === true ) {
  1681. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  1682. } else {
  1683. state.setBlending( THREE.NoBlending );
  1684. }
  1685. state.setDepthTest( material.depthTest );
  1686. state.setDepthWrite( material.depthWrite );
  1687. state.setColorWrite( material.colorWrite );
  1688. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1689. }
  1690. function setProgram( camera, lights, fog, material, object ) {
  1691. _usedTextureUnits = 0;
  1692. if ( material.needsUpdate ) {
  1693. if ( material.program ) deallocateMaterial( material );
  1694. initMaterial( material, lights, fog, object );
  1695. material.needsUpdate = false;
  1696. }
  1697. if ( material.morphTargets ) {
  1698. if ( ! object.__webglMorphTargetInfluences ) {
  1699. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  1700. }
  1701. }
  1702. var refreshProgram = false;
  1703. var refreshMaterial = false;
  1704. var refreshLights = false;
  1705. var program = material.program,
  1706. p_uniforms = program.uniforms,
  1707. m_uniforms = material.__webglShader.uniforms;
  1708. if ( program.id !== _currentProgram ) {
  1709. _gl.useProgram( program.program );
  1710. _currentProgram = program.id;
  1711. refreshProgram = true;
  1712. refreshMaterial = true;
  1713. refreshLights = true;
  1714. }
  1715. if ( material.id !== _currentMaterialId ) {
  1716. if ( _currentMaterialId === -1 ) refreshLights = true;
  1717. _currentMaterialId = material.id;
  1718. refreshMaterial = true;
  1719. }
  1720. if ( refreshProgram || camera !== _currentCamera ) {
  1721. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  1722. if ( _logarithmicDepthBuffer ) {
  1723. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  1724. }
  1725. if ( camera !== _currentCamera ) _currentCamera = camera;
  1726. // load material specific uniforms
  1727. // (shader material also gets them for the sake of genericity)
  1728. if ( material instanceof THREE.ShaderMaterial ||
  1729. material instanceof THREE.MeshPhongMaterial ||
  1730. material.envMap ) {
  1731. if ( p_uniforms.cameraPosition !== null ) {
  1732. _vector3.setFromMatrixPosition( camera.matrixWorld );
  1733. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  1734. }
  1735. }
  1736. if ( material instanceof THREE.MeshPhongMaterial ||
  1737. material instanceof THREE.MeshLambertMaterial ||
  1738. material instanceof THREE.MeshBasicMaterial ||
  1739. material instanceof THREE.ShaderMaterial ||
  1740. material.skinning ) {
  1741. if ( p_uniforms.viewMatrix !== null ) {
  1742. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  1743. }
  1744. }
  1745. }
  1746. // skinning uniforms must be set even if material didn't change
  1747. // auto-setting of texture unit for bone texture must go before other textures
  1748. // not sure why, but otherwise weird things happen
  1749. if ( material.skinning ) {
  1750. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  1751. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  1752. }
  1753. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  1754. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  1755. }
  1756. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  1757. if ( p_uniforms.boneTexture !== null ) {
  1758. var textureUnit = getTextureUnit();
  1759. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  1760. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  1761. }
  1762. if ( p_uniforms.boneTextureWidth !== null ) {
  1763. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  1764. }
  1765. if ( p_uniforms.boneTextureHeight !== null ) {
  1766. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  1767. }
  1768. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  1769. if ( p_uniforms.boneGlobalMatrices !== null ) {
  1770. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  1771. }
  1772. }
  1773. }
  1774. if ( refreshMaterial ) {
  1775. // refresh uniforms common to several materials
  1776. if ( fog && material.fog ) {
  1777. refreshUniformsFog( m_uniforms, fog );
  1778. }
  1779. if ( material instanceof THREE.MeshPhongMaterial ||
  1780. material instanceof THREE.MeshLambertMaterial ||
  1781. material.lights ) {
  1782. if ( _lightsNeedUpdate ) {
  1783. refreshLights = true;
  1784. setupLights( lights );
  1785. _lightsNeedUpdate = false;
  1786. }
  1787. if ( refreshLights ) {
  1788. refreshUniformsLights( m_uniforms, _lights );
  1789. markUniformsLightsNeedsUpdate( m_uniforms, true );
  1790. } else {
  1791. markUniformsLightsNeedsUpdate( m_uniforms, false );
  1792. }
  1793. }
  1794. if ( material instanceof THREE.MeshBasicMaterial ||
  1795. material instanceof THREE.MeshLambertMaterial ||
  1796. material instanceof THREE.MeshPhongMaterial ) {
  1797. refreshUniformsCommon( m_uniforms, material );
  1798. }
  1799. // refresh single material specific uniforms
  1800. if ( material instanceof THREE.LineBasicMaterial ) {
  1801. refreshUniformsLine( m_uniforms, material );
  1802. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1803. refreshUniformsLine( m_uniforms, material );
  1804. refreshUniformsDash( m_uniforms, material );
  1805. } else if ( material instanceof THREE.PointCloudMaterial ) {
  1806. refreshUniformsParticle( m_uniforms, material );
  1807. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1808. refreshUniformsPhong( m_uniforms, material );
  1809. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1810. refreshUniformsLambert( m_uniforms, material );
  1811. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1812. m_uniforms.mNear.value = camera.near;
  1813. m_uniforms.mFar.value = camera.far;
  1814. m_uniforms.opacity.value = material.opacity;
  1815. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1816. m_uniforms.opacity.value = material.opacity;
  1817. }
  1818. if ( object.receiveShadow && ! material._shadowPass ) {
  1819. refreshUniformsShadow( m_uniforms, lights );
  1820. }
  1821. // load common uniforms
  1822. loadUniformsGeneric( material.uniformsList );
  1823. }
  1824. loadUniformsMatrices( p_uniforms, object );
  1825. if ( p_uniforms.modelMatrix !== null ) {
  1826. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1827. }
  1828. return program;
  1829. }
  1830. // Uniforms (refresh uniforms objects)
  1831. function refreshUniformsCommon ( uniforms, material ) {
  1832. uniforms.opacity.value = material.opacity;
  1833. uniforms.diffuse.value = material.color;
  1834. uniforms.map.value = material.map;
  1835. uniforms.lightMap.value = material.lightMap;
  1836. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1837. uniforms.aoMap.value = material.aoMap;
  1838. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1839. uniforms.specularMap.value = material.specularMap;
  1840. uniforms.alphaMap.value = material.alphaMap;
  1841. if ( material.bumpMap ) {
  1842. uniforms.bumpMap.value = material.bumpMap;
  1843. uniforms.bumpScale.value = material.bumpScale;
  1844. }
  1845. if ( material.normalMap ) {
  1846. uniforms.normalMap.value = material.normalMap;
  1847. uniforms.normalScale.value.copy( material.normalScale );
  1848. }
  1849. // uv repeat and offset setting priorities
  1850. // 1. color map
  1851. // 2. specular map
  1852. // 3. normal map
  1853. // 4. bump map
  1854. // 5. alpha map
  1855. var uvScaleMap;
  1856. if ( material.map ) {
  1857. uvScaleMap = material.map;
  1858. } else if ( material.specularMap ) {
  1859. uvScaleMap = material.specularMap;
  1860. } else if ( material.normalMap ) {
  1861. uvScaleMap = material.normalMap;
  1862. } else if ( material.bumpMap ) {
  1863. uvScaleMap = material.bumpMap;
  1864. } else if ( material.alphaMap ) {
  1865. uvScaleMap = material.alphaMap;
  1866. }
  1867. if ( uvScaleMap !== undefined ) {
  1868. var offset = uvScaleMap.offset;
  1869. var repeat = uvScaleMap.repeat;
  1870. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1871. }
  1872. uniforms.envMap.value = material.envMap;
  1873. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1874. uniforms.reflectivity.value = material.reflectivity;
  1875. uniforms.refractionRatio.value = material.refractionRatio;
  1876. }
  1877. function refreshUniformsLine ( uniforms, material ) {
  1878. uniforms.diffuse.value = material.color;
  1879. uniforms.opacity.value = material.opacity;
  1880. }
  1881. function refreshUniformsDash ( uniforms, material ) {
  1882. uniforms.dashSize.value = material.dashSize;
  1883. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1884. uniforms.scale.value = material.scale;
  1885. }
  1886. function refreshUniformsParticle ( uniforms, material ) {
  1887. uniforms.psColor.value = material.color;
  1888. uniforms.opacity.value = material.opacity;
  1889. uniforms.size.value = material.size;
  1890. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1891. uniforms.map.value = material.map;
  1892. if ( material.map !== null ) {
  1893. var offset = material.map.offset;
  1894. var repeat = material.map.repeat;
  1895. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1896. }
  1897. }
  1898. function refreshUniformsFog ( uniforms, fog ) {
  1899. uniforms.fogColor.value = fog.color;
  1900. if ( fog instanceof THREE.Fog ) {
  1901. uniforms.fogNear.value = fog.near;
  1902. uniforms.fogFar.value = fog.far;
  1903. } else if ( fog instanceof THREE.FogExp2 ) {
  1904. uniforms.fogDensity.value = fog.density;
  1905. }
  1906. }
  1907. function refreshUniformsPhong ( uniforms, material ) {
  1908. uniforms.shininess.value = material.shininess;
  1909. uniforms.emissive.value = material.emissive;
  1910. uniforms.specular.value = material.specular;
  1911. if ( material.wrapAround ) {
  1912. uniforms.wrapRGB.value.copy( material.wrapRGB );
  1913. }
  1914. }
  1915. function refreshUniformsLambert ( uniforms, material ) {
  1916. uniforms.emissive.value = material.emissive;
  1917. if ( material.wrapAround ) {
  1918. uniforms.wrapRGB.value.copy( material.wrapRGB );
  1919. }
  1920. }
  1921. function refreshUniformsLights ( uniforms, lights ) {
  1922. uniforms.ambientLightColor.value = lights.ambient;
  1923. uniforms.directionalLightColor.value = lights.directional.colors;
  1924. uniforms.directionalLightDirection.value = lights.directional.positions;
  1925. uniforms.pointLightColor.value = lights.point.colors;
  1926. uniforms.pointLightPosition.value = lights.point.positions;
  1927. uniforms.pointLightDistance.value = lights.point.distances;
  1928. uniforms.pointLightDecay.value = lights.point.decays;
  1929. uniforms.spotLightColor.value = lights.spot.colors;
  1930. uniforms.spotLightPosition.value = lights.spot.positions;
  1931. uniforms.spotLightDistance.value = lights.spot.distances;
  1932. uniforms.spotLightDirection.value = lights.spot.directions;
  1933. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1934. uniforms.spotLightExponent.value = lights.spot.exponents;
  1935. uniforms.spotLightDecay.value = lights.spot.decays;
  1936. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1937. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1938. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1939. }
  1940. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1941. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1942. uniforms.ambientLightColor.needsUpdate = value;
  1943. uniforms.directionalLightColor.needsUpdate = value;
  1944. uniforms.directionalLightDirection.needsUpdate = value;
  1945. uniforms.pointLightColor.needsUpdate = value;
  1946. uniforms.pointLightPosition.needsUpdate = value;
  1947. uniforms.pointLightDistance.needsUpdate = value;
  1948. uniforms.pointLightDecay.needsUpdate = value;
  1949. uniforms.spotLightColor.needsUpdate = value;
  1950. uniforms.spotLightPosition.needsUpdate = value;
  1951. uniforms.spotLightDistance.needsUpdate = value;
  1952. uniforms.spotLightDirection.needsUpdate = value;
  1953. uniforms.spotLightAngleCos.needsUpdate = value;
  1954. uniforms.spotLightExponent.needsUpdate = value;
  1955. uniforms.spotLightDecay.needsUpdate = value;
  1956. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  1957. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  1958. uniforms.hemisphereLightDirection.needsUpdate = value;
  1959. }
  1960. function refreshUniformsShadow ( uniforms, lights ) {
  1961. if ( uniforms.shadowMatrix ) {
  1962. var j = 0;
  1963. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1964. var light = lights[ i ];
  1965. if ( ! light.castShadow ) continue;
  1966. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  1967. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1968. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1969. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1970. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1971. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1972. j ++;
  1973. }
  1974. }
  1975. }
  1976. }
  1977. // Uniforms (load to GPU)
  1978. function loadUniformsMatrices ( uniforms, object ) {
  1979. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  1980. if ( uniforms.normalMatrix ) {
  1981. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  1982. }
  1983. }
  1984. function getTextureUnit() {
  1985. var textureUnit = _usedTextureUnits;
  1986. if ( textureUnit >= _maxTextures ) {
  1987. THREE.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  1988. }
  1989. _usedTextureUnits += 1;
  1990. return textureUnit;
  1991. }
  1992. function loadUniformsGeneric ( uniforms ) {
  1993. var texture, textureUnit, offset;
  1994. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1995. var uniform = uniforms[ j ][ 0 ];
  1996. // needsUpdate property is not added to all uniforms.
  1997. if ( uniform.needsUpdate === false ) continue;
  1998. var type = uniform.type;
  1999. var value = uniform.value;
  2000. var location = uniforms[ j ][ 1 ];
  2001. switch ( type ) {
  2002. case '1i':
  2003. _gl.uniform1i( location, value );
  2004. break;
  2005. case '1f':
  2006. _gl.uniform1f( location, value );
  2007. break;
  2008. case '2f':
  2009. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  2010. break;
  2011. case '3f':
  2012. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  2013. break;
  2014. case '4f':
  2015. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  2016. break;
  2017. case '1iv':
  2018. _gl.uniform1iv( location, value );
  2019. break;
  2020. case '3iv':
  2021. _gl.uniform3iv( location, value );
  2022. break;
  2023. case '1fv':
  2024. _gl.uniform1fv( location, value );
  2025. break;
  2026. case '2fv':
  2027. _gl.uniform2fv( location, value );
  2028. break;
  2029. case '3fv':
  2030. _gl.uniform3fv( location, value );
  2031. break;
  2032. case '4fv':
  2033. _gl.uniform4fv( location, value );
  2034. break;
  2035. case 'Matrix3fv':
  2036. _gl.uniformMatrix3fv( location, false, value );
  2037. break;
  2038. case 'Matrix4fv':
  2039. _gl.uniformMatrix4fv( location, false, value );
  2040. break;
  2041. //
  2042. case 'i':
  2043. // single integer
  2044. _gl.uniform1i( location, value );
  2045. break;
  2046. case 'f':
  2047. // single float
  2048. _gl.uniform1f( location, value );
  2049. break;
  2050. case 'v2':
  2051. // single THREE.Vector2
  2052. _gl.uniform2f( location, value.x, value.y );
  2053. break;
  2054. case 'v3':
  2055. // single THREE.Vector3
  2056. _gl.uniform3f( location, value.x, value.y, value.z );
  2057. break;
  2058. case 'v4':
  2059. // single THREE.Vector4
  2060. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2061. break;
  2062. case 'c':
  2063. // single THREE.Color
  2064. _gl.uniform3f( location, value.r, value.g, value.b );
  2065. break;
  2066. case 'iv1':
  2067. // flat array of integers (JS or typed array)
  2068. _gl.uniform1iv( location, value );
  2069. break;
  2070. case 'iv':
  2071. // flat array of integers with 3 x N size (JS or typed array)
  2072. _gl.uniform3iv( location, value );
  2073. break;
  2074. case 'fv1':
  2075. // flat array of floats (JS or typed array)
  2076. _gl.uniform1fv( location, value );
  2077. break;
  2078. case 'fv':
  2079. // flat array of floats with 3 x N size (JS or typed array)
  2080. _gl.uniform3fv( location, value );
  2081. break;
  2082. case 'v2v':
  2083. // array of THREE.Vector2
  2084. if ( uniform._array === undefined ) {
  2085. uniform._array = new Float32Array( 2 * value.length );
  2086. }
  2087. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2088. offset = i * 2;
  2089. uniform._array[ offset ] = value[ i ].x;
  2090. uniform._array[ offset + 1 ] = value[ i ].y;
  2091. }
  2092. _gl.uniform2fv( location, uniform._array );
  2093. break;
  2094. case 'v3v':
  2095. // array of THREE.Vector3
  2096. if ( uniform._array === undefined ) {
  2097. uniform._array = new Float32Array( 3 * value.length );
  2098. }
  2099. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2100. offset = i * 3;
  2101. uniform._array[ offset ] = value[ i ].x;
  2102. uniform._array[ offset + 1 ] = value[ i ].y;
  2103. uniform._array[ offset + 2 ] = value[ i ].z;
  2104. }
  2105. _gl.uniform3fv( location, uniform._array );
  2106. break;
  2107. case 'v4v':
  2108. // array of THREE.Vector4
  2109. if ( uniform._array === undefined ) {
  2110. uniform._array = new Float32Array( 4 * value.length );
  2111. }
  2112. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2113. offset = i * 4;
  2114. uniform._array[ offset ] = value[ i ].x;
  2115. uniform._array[ offset + 1 ] = value[ i ].y;
  2116. uniform._array[ offset + 2 ] = value[ i ].z;
  2117. uniform._array[ offset + 3 ] = value[ i ].w;
  2118. }
  2119. _gl.uniform4fv( location, uniform._array );
  2120. break;
  2121. case 'm3':
  2122. // single THREE.Matrix3
  2123. _gl.uniformMatrix3fv( location, false, value.elements );
  2124. break;
  2125. case 'm3v':
  2126. // array of THREE.Matrix3
  2127. if ( uniform._array === undefined ) {
  2128. uniform._array = new Float32Array( 9 * value.length );
  2129. }
  2130. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2131. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  2132. }
  2133. _gl.uniformMatrix3fv( location, false, uniform._array );
  2134. break;
  2135. case 'm4':
  2136. // single THREE.Matrix4
  2137. _gl.uniformMatrix4fv( location, false, value.elements );
  2138. break;
  2139. case 'm4v':
  2140. // array of THREE.Matrix4
  2141. if ( uniform._array === undefined ) {
  2142. uniform._array = new Float32Array( 16 * value.length );
  2143. }
  2144. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2145. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2146. }
  2147. _gl.uniformMatrix4fv( location, false, uniform._array );
  2148. break;
  2149. case 't':
  2150. // single THREE.Texture (2d or cube)
  2151. texture = value;
  2152. textureUnit = getTextureUnit();
  2153. _gl.uniform1i( location, textureUnit );
  2154. if ( ! texture ) continue;
  2155. if ( texture instanceof THREE.CubeTexture ||
  2156. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  2157. setCubeTexture( texture, textureUnit );
  2158. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2159. setCubeTextureDynamic( texture, textureUnit );
  2160. } else {
  2161. _this.setTexture( texture, textureUnit );
  2162. }
  2163. break;
  2164. case 'tv':
  2165. // array of THREE.Texture (2d)
  2166. if ( uniform._array === undefined ) {
  2167. uniform._array = [];
  2168. }
  2169. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2170. uniform._array[ i ] = getTextureUnit();
  2171. }
  2172. _gl.uniform1iv( location, uniform._array );
  2173. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2174. texture = uniform.value[ i ];
  2175. textureUnit = uniform._array[ i ];
  2176. if ( ! texture ) continue;
  2177. _this.setTexture( texture, textureUnit );
  2178. }
  2179. break;
  2180. default:
  2181. THREE.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2182. }
  2183. }
  2184. }
  2185. function setupMatrices ( object, camera ) {
  2186. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2187. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  2188. }
  2189. function setColorLinear( array, offset, color, intensity ) {
  2190. array[ offset ] = color.r * intensity;
  2191. array[ offset + 1 ] = color.g * intensity;
  2192. array[ offset + 2 ] = color.b * intensity;
  2193. }
  2194. function setupLights ( lights ) {
  2195. var l, ll, light,
  2196. r = 0, g = 0, b = 0,
  2197. color, skyColor, groundColor,
  2198. intensity,
  2199. distance,
  2200. zlights = _lights,
  2201. dirColors = zlights.directional.colors,
  2202. dirPositions = zlights.directional.positions,
  2203. pointColors = zlights.point.colors,
  2204. pointPositions = zlights.point.positions,
  2205. pointDistances = zlights.point.distances,
  2206. pointDecays = zlights.point.decays,
  2207. spotColors = zlights.spot.colors,
  2208. spotPositions = zlights.spot.positions,
  2209. spotDistances = zlights.spot.distances,
  2210. spotDirections = zlights.spot.directions,
  2211. spotAnglesCos = zlights.spot.anglesCos,
  2212. spotExponents = zlights.spot.exponents,
  2213. spotDecays = zlights.spot.decays,
  2214. hemiSkyColors = zlights.hemi.skyColors,
  2215. hemiGroundColors = zlights.hemi.groundColors,
  2216. hemiPositions = zlights.hemi.positions,
  2217. dirLength = 0,
  2218. pointLength = 0,
  2219. spotLength = 0,
  2220. hemiLength = 0,
  2221. dirCount = 0,
  2222. pointCount = 0,
  2223. spotCount = 0,
  2224. hemiCount = 0,
  2225. dirOffset = 0,
  2226. pointOffset = 0,
  2227. spotOffset = 0,
  2228. hemiOffset = 0;
  2229. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2230. light = lights[ l ];
  2231. if ( light.onlyShadow ) continue;
  2232. color = light.color;
  2233. intensity = light.intensity;
  2234. distance = light.distance;
  2235. if ( light instanceof THREE.AmbientLight ) {
  2236. if ( ! light.visible ) continue;
  2237. r += color.r;
  2238. g += color.g;
  2239. b += color.b;
  2240. } else if ( light instanceof THREE.DirectionalLight ) {
  2241. dirCount += 1;
  2242. if ( ! light.visible ) continue;
  2243. _direction.setFromMatrixPosition( light.matrixWorld );
  2244. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2245. _direction.sub( _vector3 );
  2246. _direction.normalize();
  2247. dirOffset = dirLength * 3;
  2248. dirPositions[ dirOffset ] = _direction.x;
  2249. dirPositions[ dirOffset + 1 ] = _direction.y;
  2250. dirPositions[ dirOffset + 2 ] = _direction.z;
  2251. setColorLinear( dirColors, dirOffset, color, intensity );
  2252. dirLength += 1;
  2253. } else if ( light instanceof THREE.PointLight ) {
  2254. pointCount += 1;
  2255. if ( ! light.visible ) continue;
  2256. pointOffset = pointLength * 3;
  2257. setColorLinear( pointColors, pointOffset, color, intensity );
  2258. _vector3.setFromMatrixPosition( light.matrixWorld );
  2259. pointPositions[ pointOffset ] = _vector3.x;
  2260. pointPositions[ pointOffset + 1 ] = _vector3.y;
  2261. pointPositions[ pointOffset + 2 ] = _vector3.z;
  2262. // distance is 0 if decay is 0, because there is no attenuation at all.
  2263. pointDistances[ pointLength ] = distance;
  2264. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  2265. pointLength += 1;
  2266. } else if ( light instanceof THREE.SpotLight ) {
  2267. spotCount += 1;
  2268. if ( ! light.visible ) continue;
  2269. spotOffset = spotLength * 3;
  2270. setColorLinear( spotColors, spotOffset, color, intensity );
  2271. _direction.setFromMatrixPosition( light.matrixWorld );
  2272. spotPositions[ spotOffset ] = _direction.x;
  2273. spotPositions[ spotOffset + 1 ] = _direction.y;
  2274. spotPositions[ spotOffset + 2 ] = _direction.z;
  2275. spotDistances[ spotLength ] = distance;
  2276. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2277. _direction.sub( _vector3 );
  2278. _direction.normalize();
  2279. spotDirections[ spotOffset ] = _direction.x;
  2280. spotDirections[ spotOffset + 1 ] = _direction.y;
  2281. spotDirections[ spotOffset + 2 ] = _direction.z;
  2282. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  2283. spotExponents[ spotLength ] = light.exponent;
  2284. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  2285. spotLength += 1;
  2286. } else if ( light instanceof THREE.HemisphereLight ) {
  2287. hemiCount += 1;
  2288. if ( ! light.visible ) continue;
  2289. _direction.setFromMatrixPosition( light.matrixWorld );
  2290. _direction.normalize();
  2291. hemiOffset = hemiLength * 3;
  2292. hemiPositions[ hemiOffset ] = _direction.x;
  2293. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  2294. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  2295. skyColor = light.color;
  2296. groundColor = light.groundColor;
  2297. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  2298. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  2299. hemiLength += 1;
  2300. }
  2301. }
  2302. // null eventual remains from removed lights
  2303. // (this is to avoid if in shader)
  2304. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  2305. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  2306. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  2307. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  2308. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  2309. zlights.directional.length = dirLength;
  2310. zlights.point.length = pointLength;
  2311. zlights.spot.length = spotLength;
  2312. zlights.hemi.length = hemiLength;
  2313. zlights.ambient[ 0 ] = r;
  2314. zlights.ambient[ 1 ] = g;
  2315. zlights.ambient[ 2 ] = b;
  2316. }
  2317. // GL state setting
  2318. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  2319. if ( cullFace === THREE.CullFaceNone ) {
  2320. _gl.disable( _gl.CULL_FACE );
  2321. } else {
  2322. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  2323. _gl.frontFace( _gl.CW );
  2324. } else {
  2325. _gl.frontFace( _gl.CCW );
  2326. }
  2327. if ( cullFace === THREE.CullFaceBack ) {
  2328. _gl.cullFace( _gl.BACK );
  2329. } else if ( cullFace === THREE.CullFaceFront ) {
  2330. _gl.cullFace( _gl.FRONT );
  2331. } else {
  2332. _gl.cullFace( _gl.FRONT_AND_BACK );
  2333. }
  2334. _gl.enable( _gl.CULL_FACE );
  2335. }
  2336. };
  2337. this.setMaterialFaces = function ( material ) {
  2338. state.setDoubleSided( material.side === THREE.DoubleSide );
  2339. state.setFlipSided( material.side === THREE.BackSide );
  2340. };
  2341. // Textures
  2342. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  2343. var extension;
  2344. if ( isImagePowerOfTwo ) {
  2345. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2346. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2347. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2348. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2349. } else {
  2350. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2351. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2352. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  2353. THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  2354. }
  2355. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2356. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2357. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  2358. THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  2359. }
  2360. }
  2361. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  2362. if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
  2363. if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
  2364. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  2365. texture.__currentAnisotropy = texture.anisotropy;
  2366. }
  2367. }
  2368. }
  2369. this.uploadTexture = function ( texture, slot ) {
  2370. if ( texture.__webglInit === undefined ) {
  2371. texture.__webglInit = true;
  2372. texture.addEventListener( 'dispose', onTextureDispose );
  2373. texture.__webglTexture = _gl.createTexture();
  2374. _this.info.memory.textures ++;
  2375. }
  2376. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2377. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2378. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  2379. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  2380. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  2381. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  2382. var image = texture.image,
  2383. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  2384. glFormat = paramThreeToGL( texture.format ),
  2385. glType = paramThreeToGL( texture.type );
  2386. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  2387. var mipmap, mipmaps = texture.mipmaps;
  2388. if ( texture instanceof THREE.DataTexture ) {
  2389. // use manually created mipmaps if available
  2390. // if there are no manual mipmaps
  2391. // set 0 level mipmap and then use GL to generate other mipmap levels
  2392. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  2393. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  2394. mipmap = mipmaps[ i ];
  2395. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  2396. }
  2397. texture.generateMipmaps = false;
  2398. } else {
  2399. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  2400. }
  2401. } else if ( texture instanceof THREE.CompressedTexture ) {
  2402. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  2403. mipmap = mipmaps[ i ];
  2404. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  2405. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  2406. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  2407. } else {
  2408. THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  2409. }
  2410. } else {
  2411. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  2412. }
  2413. }
  2414. } else { // regular Texture (image, video, canvas)
  2415. // use manually created mipmaps if available
  2416. // if there are no manual mipmaps
  2417. // set 0 level mipmap and then use GL to generate other mipmap levels
  2418. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  2419. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  2420. mipmap = mipmaps[ i ];
  2421. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  2422. }
  2423. texture.generateMipmaps = false;
  2424. } else {
  2425. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  2426. }
  2427. }
  2428. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  2429. texture.needsUpdate = false;
  2430. if ( texture.onUpdate ) texture.onUpdate( texture );
  2431. };
  2432. this.setTexture = function ( texture, slot ) {
  2433. if ( texture.needsUpdate === true ) {
  2434. var image = texture.image;
  2435. if ( image.complete === false ) {
  2436. THREE.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  2437. return;
  2438. }
  2439. _this.uploadTexture( texture, slot );
  2440. return;
  2441. }
  2442. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2443. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2444. };
  2445. function clampToMaxSize ( image, maxSize ) {
  2446. if ( image.width > maxSize || image.height > maxSize ) {
  2447. // Warning: Scaling through the canvas will only work with images that use
  2448. // premultiplied alpha.
  2449. var scale = maxSize / Math.max( image.width, image.height );
  2450. var canvas = document.createElement( 'canvas' );
  2451. canvas.width = Math.floor( image.width * scale );
  2452. canvas.height = Math.floor( image.height * scale );
  2453. var context = canvas.getContext( '2d' );
  2454. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  2455. THREE.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  2456. return canvas;
  2457. }
  2458. return image;
  2459. }
  2460. function setCubeTexture ( texture, slot ) {
  2461. if ( texture.image.length === 6 ) {
  2462. if ( texture.needsUpdate ) {
  2463. if ( ! texture.image.__webglTextureCube ) {
  2464. texture.addEventListener( 'dispose', onTextureDispose );
  2465. texture.image.__webglTextureCube = _gl.createTexture();
  2466. _this.info.memory.textures ++;
  2467. }
  2468. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2469. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2470. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  2471. var isCompressed = texture instanceof THREE.CompressedTexture;
  2472. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  2473. var cubeImage = [];
  2474. for ( var i = 0; i < 6; i ++ ) {
  2475. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  2476. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  2477. } else {
  2478. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  2479. }
  2480. }
  2481. var image = cubeImage[ 0 ],
  2482. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  2483. glFormat = paramThreeToGL( texture.format ),
  2484. glType = paramThreeToGL( texture.type );
  2485. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  2486. for ( var i = 0; i < 6; i ++ ) {
  2487. if ( ! isCompressed ) {
  2488. if ( isDataTexture ) {
  2489. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  2490. } else {
  2491. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  2492. }
  2493. } else {
  2494. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  2495. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  2496. mipmap = mipmaps[ j ];
  2497. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  2498. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  2499. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  2500. } else {
  2501. THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  2502. }
  2503. } else {
  2504. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  2505. }
  2506. }
  2507. }
  2508. }
  2509. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  2510. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2511. }
  2512. texture.needsUpdate = false;
  2513. if ( texture.onUpdate ) texture.onUpdate( texture );
  2514. } else {
  2515. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2516. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2517. }
  2518. }
  2519. }
  2520. function setCubeTextureDynamic ( texture, slot ) {
  2521. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2522. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  2523. }
  2524. // Render targets
  2525. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  2526. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2527. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  2528. }
  2529. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  2530. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  2531. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2532. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  2533. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2534. /* For some reason this is not working. Defaulting to RGBA4.
  2535. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2536. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  2537. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2538. */
  2539. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2540. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  2541. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2542. } else {
  2543. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  2544. }
  2545. }
  2546. this.setRenderTarget = function ( renderTarget ) {
  2547. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  2548. if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
  2549. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  2550. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  2551. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  2552. renderTarget.__webglTexture = _gl.createTexture();
  2553. _this.info.memory.textures ++;
  2554. // Setup texture, create render and frame buffers
  2555. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  2556. glFormat = paramThreeToGL( renderTarget.format ),
  2557. glType = paramThreeToGL( renderTarget.type );
  2558. if ( isCube ) {
  2559. renderTarget.__webglFramebuffer = [];
  2560. renderTarget.__webglRenderbuffer = [];
  2561. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  2562. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  2563. for ( var i = 0; i < 6; i ++ ) {
  2564. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  2565. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  2566. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2567. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  2568. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  2569. }
  2570. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2571. } else {
  2572. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  2573. if ( renderTarget.shareDepthFrom ) {
  2574. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  2575. } else {
  2576. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  2577. }
  2578. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2579. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  2580. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2581. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  2582. if ( renderTarget.shareDepthFrom ) {
  2583. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2584. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  2585. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2586. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  2587. }
  2588. } else {
  2589. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  2590. }
  2591. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  2592. }
  2593. // Release everything
  2594. if ( isCube ) {
  2595. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2596. } else {
  2597. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2598. }
  2599. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2600. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  2601. }
  2602. var framebuffer, width, height, vx, vy;
  2603. if ( renderTarget ) {
  2604. if ( isCube ) {
  2605. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  2606. } else {
  2607. framebuffer = renderTarget.__webglFramebuffer;
  2608. }
  2609. width = renderTarget.width;
  2610. height = renderTarget.height;
  2611. vx = 0;
  2612. vy = 0;
  2613. } else {
  2614. framebuffer = null;
  2615. width = _viewportWidth;
  2616. height = _viewportHeight;
  2617. vx = _viewportX;
  2618. vy = _viewportY;
  2619. }
  2620. if ( framebuffer !== _currentFramebuffer ) {
  2621. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2622. _gl.viewport( vx, vy, width, height );
  2623. _currentFramebuffer = framebuffer;
  2624. }
  2625. _currentWidth = width;
  2626. _currentHeight = height;
  2627. };
  2628. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  2629. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  2630. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  2631. return;
  2632. }
  2633. if ( renderTarget.__webglFramebuffer ) {
  2634. if ( renderTarget.format !== THREE.RGBAFormat ) {
  2635. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  2636. return;
  2637. }
  2638. var restore = false;
  2639. if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
  2640. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
  2641. restore = true;
  2642. }
  2643. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  2644. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  2645. } else {
  2646. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  2647. }
  2648. if ( restore ) {
  2649. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  2650. }
  2651. }
  2652. };
  2653. function updateRenderTargetMipmap ( renderTarget ) {
  2654. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  2655. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  2656. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2657. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2658. } else {
  2659. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2660. _gl.generateMipmap( _gl.TEXTURE_2D );
  2661. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2662. }
  2663. }
  2664. // Fallback filters for non-power-of-2 textures
  2665. function filterFallback ( f ) {
  2666. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  2667. return _gl.NEAREST;
  2668. }
  2669. return _gl.LINEAR;
  2670. }
  2671. // Map three.js constants to WebGL constants
  2672. function paramThreeToGL ( p ) {
  2673. var extension;
  2674. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  2675. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  2676. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  2677. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  2678. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  2679. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  2680. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  2681. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  2682. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  2683. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  2684. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  2685. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  2686. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  2687. if ( p === THREE.ByteType ) return _gl.BYTE;
  2688. if ( p === THREE.ShortType ) return _gl.SHORT;
  2689. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  2690. if ( p === THREE.IntType ) return _gl.INT;
  2691. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  2692. if ( p === THREE.FloatType ) return _gl.FLOAT;
  2693. extension = extensions.get( 'OES_texture_half_float' );
  2694. if ( extension !== null ) {
  2695. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  2696. }
  2697. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  2698. if ( p === THREE.RGBFormat ) return _gl.RGB;
  2699. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2700. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2701. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2702. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2703. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2704. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2705. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2706. if ( p === THREE.OneFactor ) return _gl.ONE;
  2707. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2708. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2709. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2710. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2711. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2712. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2713. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2714. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2715. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2716. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2717. if ( extension !== null ) {
  2718. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2719. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2720. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2721. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2722. }
  2723. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2724. if ( extension !== null ) {
  2725. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2726. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2727. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2728. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2729. }
  2730. extension = extensions.get( 'EXT_blend_minmax' );
  2731. if ( extension !== null ) {
  2732. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2733. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2734. }
  2735. return 0;
  2736. }
  2737. // Allocations
  2738. function allocateBones ( object ) {
  2739. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  2740. return 1024;
  2741. } else {
  2742. // default for when object is not specified
  2743. // ( for example when prebuilding shader
  2744. // to be used with multiple objects )
  2745. //
  2746. // - leave some extra space for other uniforms
  2747. // - limit here is ANGLE's 254 max uniform vectors
  2748. // (up to 54 should be safe)
  2749. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  2750. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  2751. var maxBones = nVertexMatrices;
  2752. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  2753. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  2754. if ( maxBones < object.skeleton.bones.length ) {
  2755. THREE.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  2756. }
  2757. }
  2758. return maxBones;
  2759. }
  2760. }
  2761. function allocateLights( lights ) {
  2762. var dirLights = 0;
  2763. var pointLights = 0;
  2764. var spotLights = 0;
  2765. var hemiLights = 0;
  2766. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2767. var light = lights[ l ];
  2768. if ( light.onlyShadow || light.visible === false ) continue;
  2769. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  2770. if ( light instanceof THREE.PointLight ) pointLights ++;
  2771. if ( light instanceof THREE.SpotLight ) spotLights ++;
  2772. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  2773. }
  2774. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  2775. }
  2776. function allocateShadows( lights ) {
  2777. var maxShadows = 0;
  2778. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2779. var light = lights[ l ];
  2780. if ( ! light.castShadow ) continue;
  2781. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  2782. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  2783. }
  2784. return maxShadows;
  2785. }
  2786. // DEPRECATED
  2787. this.initMaterial = function () {
  2788. THREE.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  2789. };
  2790. this.addPrePlugin = function () {
  2791. THREE.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  2792. };
  2793. this.addPostPlugin = function () {
  2794. THREE.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  2795. };
  2796. this.updateShadowMap = function () {
  2797. THREE.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  2798. };
  2799. Object.defineProperties( this, {
  2800. shadowMapEnabled: {
  2801. get: function () {
  2802. return shadowMap.enabled;
  2803. },
  2804. set: function ( value ) {
  2805. THREE.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  2806. shadowMap.enabled = value;
  2807. }
  2808. },
  2809. shadowMapType: {
  2810. get: function () {
  2811. return shadowMap.type;
  2812. },
  2813. set: function ( value ) {
  2814. THREE.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  2815. shadowMap.type = value;
  2816. }
  2817. },
  2818. shadowMapCullFace: {
  2819. get: function () {
  2820. return shadowMap.cullFace;
  2821. },
  2822. set: function ( value ) {
  2823. THREE.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  2824. shadowMap.cullFace = value;
  2825. }
  2826. },
  2827. shadowMapDebug: {
  2828. get: function () {
  2829. return shadowMap.debug;
  2830. },
  2831. set: function ( value ) {
  2832. THREE.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
  2833. shadowMap.debug = value;
  2834. }
  2835. },
  2836. shadowMapCascade: {
  2837. get: function () {
  2838. return shadowMap.cascade;
  2839. },
  2840. set: function ( value ) {
  2841. THREE.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
  2842. shadowMap.cascade = value;
  2843. }
  2844. }
  2845. } );
  2846. };
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