WebGLRenderer.js 87 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _width = _canvas.width,
  13. _height = _canvas.height,
  14. pixelRatio = 1,
  15. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  16. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  17. _depth = parameters.depth !== undefined ? parameters.depth : true,
  18. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  19. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  20. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  21. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  22. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  23. _clearColor = new THREE.Color( 0x000000 ),
  24. _clearAlpha = 0;
  25. var lights = [];
  26. var opaqueObjects = [];
  27. var transparentObjects = [];
  28. var opaqueImmediateObjects = [];
  29. var transparentImmediateObjects = [];
  30. var morphInfluences = new Float32Array( 8 );
  31. var sprites = [];
  32. var lensFlares = [];
  33. // public properties
  34. this.domElement = _canvas;
  35. this.context = null;
  36. // clearing
  37. this.autoClear = true;
  38. this.autoClearColor = true;
  39. this.autoClearDepth = true;
  40. this.autoClearStencil = true;
  41. // scene graph
  42. this.sortObjects = true;
  43. // physically based shading
  44. this.gammaFactor = 2.0; // for backwards compatibility
  45. this.gammaInput = false;
  46. this.gammaOutput = false;
  47. // morphs
  48. this.maxMorphTargets = 8;
  49. this.maxMorphNormals = 4;
  50. // flags
  51. this.autoScaleCubemaps = true;
  52. // internal properties
  53. var _this = this,
  54. _programs = [],
  55. // internal state cache
  56. _currentProgram = null,
  57. _currentFramebuffer = null,
  58. _currentMaterialId = - 1,
  59. _currentGeometryProgram = '',
  60. _currentCamera = null,
  61. _usedTextureUnits = 0,
  62. _viewportX = 0,
  63. _viewportY = 0,
  64. _viewportWidth = _canvas.width,
  65. _viewportHeight = _canvas.height,
  66. _currentWidth = 0,
  67. _currentHeight = 0,
  68. // frustum
  69. _frustum = new THREE.Frustum(),
  70. // camera matrices cache
  71. _projScreenMatrix = new THREE.Matrix4(),
  72. _vector3 = new THREE.Vector3(),
  73. // light arrays cache
  74. _direction = new THREE.Vector3(),
  75. _lightsNeedUpdate = true,
  76. _lights = {
  77. ambient: [ 0, 0, 0 ],
  78. directional: { length: 0, colors: [], positions: [] },
  79. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  80. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  81. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  82. },
  83. // info
  84. _infoMemory = {
  85. programs: 0,
  86. geometries: 0,
  87. textures: 0
  88. },
  89. _infoRender = {
  90. calls: 0,
  91. vertices: 0,
  92. faces: 0,
  93. points: 0
  94. };
  95. this.info = {
  96. render: _infoRender,
  97. memory: _infoMemory,
  98. programs: _programs
  99. };
  100. // initialize
  101. var _gl;
  102. try {
  103. var attributes = {
  104. alpha: _alpha,
  105. depth: _depth,
  106. stencil: _stencil,
  107. antialias: _antialias,
  108. premultipliedAlpha: _premultipliedAlpha,
  109. preserveDrawingBuffer: _preserveDrawingBuffer
  110. };
  111. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  112. if ( _gl === null ) {
  113. if ( _canvas.getContext( 'webgl' ) !== null ) {
  114. throw 'Error creating WebGL context with your selected attributes.';
  115. } else {
  116. throw 'Error creating WebGL context.';
  117. }
  118. }
  119. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  120. } catch ( error ) {
  121. console.error( 'THREE.WebGLRenderer: ' + error );
  122. }
  123. var extensions = new THREE.WebGLExtensions( _gl );
  124. extensions.get( 'OES_texture_float' );
  125. extensions.get( 'OES_texture_float_linear' );
  126. extensions.get( 'OES_texture_half_float' );
  127. extensions.get( 'OES_texture_half_float_linear' );
  128. extensions.get( 'OES_standard_derivatives' );
  129. extensions.get( 'ANGLE_instanced_arrays' );
  130. if ( extensions.get( 'OES_element_index_uint' ) ) {
  131. THREE.BufferGeometry.MaxIndex = 4294967296;
  132. }
  133. if ( _logarithmicDepthBuffer ) {
  134. extensions.get( 'EXT_frag_depth' );
  135. }
  136. var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
  137. var properties = new THREE.WebGLProperties();
  138. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  139. var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
  140. var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
  141. //
  142. function glClearColor( r, g, b, a ) {
  143. if ( _premultipliedAlpha === true ) {
  144. r *= a; g *= a; b *= a;
  145. }
  146. _gl.clearColor( r, g, b, a );
  147. }
  148. function setDefaultGLState() {
  149. state.init();
  150. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  151. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  152. }
  153. function resetGLState() {
  154. _currentProgram = null;
  155. _currentCamera = null;
  156. _currentGeometryProgram = '';
  157. _currentMaterialId = - 1;
  158. _lightsNeedUpdate = true;
  159. state.reset();
  160. }
  161. setDefaultGLState();
  162. this.context = _gl;
  163. this.extensions = extensions;
  164. this.state = state;
  165. // shadow map
  166. var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
  167. this.shadowMap = shadowMap;
  168. // GPU capabilities
  169. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  170. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  171. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  172. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  173. var _supportsVertexTextures = _maxVertexTextures > 0;
  174. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  175. var _supportsInstancedArrays = extensions.get( 'ANGLE_instanced_arrays' );
  176. //
  177. //
  178. var _maxPrecision = state.getMaxPrecision( _precision );
  179. if ( _maxPrecision !== _precision ) {
  180. console.warn( 'THREE.WebGLRenderer:', _precision, 'not supported, using', _maxPrecision, 'instead.' );
  181. _precision = _maxPrecision;
  182. }
  183. // Plugins
  184. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  185. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  186. // API
  187. this.getContext = function () {
  188. return _gl;
  189. };
  190. this.getContextAttributes = function () {
  191. return _gl.getContextAttributes();
  192. };
  193. this.forceContextLoss = function () {
  194. extensions.get( 'WEBGL_lose_context' ).loseContext();
  195. };
  196. this.supportsVertexTextures = function () {
  197. return _supportsVertexTextures;
  198. };
  199. this.supportsInstancedArrays = function () {
  200. return _supportsInstancedArrays;
  201. };
  202. this.getMaxAnisotropy = ( function () {
  203. var value;
  204. return function getMaxAnisotropy() {
  205. if ( value !== undefined ) return value;
  206. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  207. if ( extension !== null ) {
  208. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  209. } else {
  210. value = 0;
  211. }
  212. return value;
  213. }
  214. } )();
  215. this.getPrecision = function () {
  216. return _precision;
  217. };
  218. this.getPixelRatio = function () {
  219. return pixelRatio;
  220. };
  221. this.setPixelRatio = function ( value ) {
  222. if ( value !== undefined ) pixelRatio = value;
  223. };
  224. this.getSize = function () {
  225. return {
  226. width: _width,
  227. height: _height
  228. };
  229. };
  230. this.setSize = function ( width, height, updateStyle ) {
  231. _width = width;
  232. _height = height;
  233. _canvas.width = width * pixelRatio;
  234. _canvas.height = height * pixelRatio;
  235. if ( updateStyle !== false ) {
  236. _canvas.style.width = width + 'px';
  237. _canvas.style.height = height + 'px';
  238. }
  239. this.setViewport( 0, 0, width, height );
  240. };
  241. this.setViewport = function ( x, y, width, height ) {
  242. _viewportX = x * pixelRatio;
  243. _viewportY = y * pixelRatio;
  244. _viewportWidth = width * pixelRatio;
  245. _viewportHeight = height * pixelRatio;
  246. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  247. };
  248. this.setScissor = function ( x, y, width, height ) {
  249. _gl.scissor(
  250. x * pixelRatio,
  251. y * pixelRatio,
  252. width * pixelRatio,
  253. height * pixelRatio
  254. );
  255. };
  256. this.enableScissorTest = function ( boolean ) {
  257. state.setScissorTest( boolean );
  258. };
  259. // Clearing
  260. this.getClearColor = function () {
  261. return _clearColor;
  262. };
  263. this.setClearColor = function ( color, alpha ) {
  264. _clearColor.set( color );
  265. _clearAlpha = alpha !== undefined ? alpha : 1;
  266. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  267. };
  268. this.getClearAlpha = function () {
  269. return _clearAlpha;
  270. };
  271. this.setClearAlpha = function ( alpha ) {
  272. _clearAlpha = alpha;
  273. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  274. };
  275. this.clear = function ( color, depth, stencil ) {
  276. var bits = 0;
  277. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  278. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  279. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  280. _gl.clear( bits );
  281. };
  282. this.clearColor = function () {
  283. _gl.clear( _gl.COLOR_BUFFER_BIT );
  284. };
  285. this.clearDepth = function () {
  286. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  287. };
  288. this.clearStencil = function () {
  289. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  290. };
  291. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  292. this.setRenderTarget( renderTarget );
  293. this.clear( color, depth, stencil );
  294. };
  295. // Reset
  296. this.resetGLState = resetGLState;
  297. this.dispose = function() {
  298. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  299. };
  300. // Events
  301. function onContextLost( event ) {
  302. event.preventDefault();
  303. resetGLState();
  304. setDefaultGLState();
  305. properties.clear();
  306. };
  307. function onTextureDispose( event ) {
  308. var texture = event.target;
  309. texture.removeEventListener( 'dispose', onTextureDispose );
  310. deallocateTexture( texture );
  311. _infoMemory.textures --;
  312. }
  313. function onRenderTargetDispose( event ) {
  314. var renderTarget = event.target;
  315. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  316. deallocateRenderTarget( renderTarget );
  317. _infoMemory.textures --;
  318. }
  319. function onMaterialDispose( event ) {
  320. var material = event.target;
  321. material.removeEventListener( 'dispose', onMaterialDispose );
  322. deallocateMaterial( material );
  323. }
  324. // Buffer deallocation
  325. function deallocateTexture( texture ) {
  326. var textureProperties = properties.get( texture );
  327. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  328. // cube texture
  329. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  330. } else {
  331. // 2D texture
  332. if ( textureProperties.__webglInit === undefined ) return;
  333. _gl.deleteTexture( textureProperties.__webglTexture );
  334. }
  335. // remove all webgl properties
  336. properties.delete( texture );
  337. }
  338. function deallocateRenderTarget( renderTarget ) {
  339. var renderTargetProperties = properties.get( renderTarget );
  340. if ( ! renderTarget || renderTargetProperties.__webglTexture === undefined ) return;
  341. _gl.deleteTexture( renderTargetProperties.__webglTexture );
  342. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  343. for ( var i = 0; i < 6; i ++ ) {
  344. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  345. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  346. }
  347. } else {
  348. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  349. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  350. }
  351. properties.delete( renderTarget );
  352. }
  353. function deallocateMaterial( material ) {
  354. releaseMaterialProgramReference( material );
  355. properties.delete( material );
  356. }
  357. function releaseMaterialProgramReference( material ) {
  358. var program = properties.get( material ).program.program;
  359. if ( program === undefined ) return;
  360. material.program = undefined;
  361. for ( var i = 0, n = _programs.length; i !== n; ++ i ) {
  362. var programInfo = _programs[ i ];
  363. if ( programInfo.program === program ) {
  364. var newReferenceCount = -- programInfo.usedTimes;
  365. if ( newReferenceCount === 0 ) {
  366. // the last meterial that has been using the program let
  367. // go of it, so remove it from the (unordered) _programs
  368. // set and deallocate the GL resource
  369. var newLength = n - 1;
  370. _programs[ i ] = _programs[ newLength ];
  371. _programs.pop();
  372. _gl.deleteProgram( program );
  373. _infoMemory.programs = newLength;
  374. }
  375. break;
  376. }
  377. }
  378. }
  379. // Buffer rendering
  380. this.renderBufferImmediate = function ( object, program, material ) {
  381. state.initAttributes();
  382. var buffers = properties.get( object );
  383. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  384. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  385. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  386. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  387. var attributes = program.getAttributes();
  388. if ( object.hasPositions ) {
  389. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  390. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  391. state.enableAttribute( attributes.position );
  392. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  393. }
  394. if ( object.hasNormals ) {
  395. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  396. if ( material.type !== 'MeshPhongMaterial' && material.shading === THREE.FlatShading ) {
  397. for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
  398. var array = object.normalArray;
  399. var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
  400. var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
  401. var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
  402. array[ i + 0 ] = nx;
  403. array[ i + 1 ] = ny;
  404. array[ i + 2 ] = nz;
  405. array[ i + 3 ] = nx;
  406. array[ i + 4 ] = ny;
  407. array[ i + 5 ] = nz;
  408. array[ i + 6 ] = nx;
  409. array[ i + 7 ] = ny;
  410. array[ i + 8 ] = nz;
  411. }
  412. }
  413. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  414. state.enableAttribute( attributes.normal );
  415. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  416. }
  417. if ( object.hasUvs && material.map ) {
  418. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  419. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  420. state.enableAttribute( attributes.uv );
  421. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  422. }
  423. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  424. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  425. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  426. state.enableAttribute( attributes.color );
  427. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  428. }
  429. state.disableUnusedAttributes();
  430. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  431. object.count = 0;
  432. };
  433. this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object, group ) {
  434. if ( material.visible === false ) return;
  435. setMaterial( material );
  436. var program = setProgram( camera, lights, fog, material, object );
  437. var updateBuffers = false;
  438. var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
  439. if ( geometryProgram !== _currentGeometryProgram ) {
  440. _currentGeometryProgram = geometryProgram;
  441. updateBuffers = true;
  442. }
  443. // morph targets
  444. var morphTargetInfluences = object.morphTargetInfluences;
  445. if ( morphTargetInfluences !== undefined ) {
  446. var activeInfluences = [];
  447. for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
  448. var influence = morphTargetInfluences[ i ];
  449. activeInfluences.push( [ influence, i ] );
  450. }
  451. activeInfluences.sort( numericalSort );
  452. if ( activeInfluences.length > 8 ) {
  453. activeInfluences.length = 8;
  454. }
  455. var morphAttributes = geometry.morphAttributes;
  456. for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
  457. var influence = activeInfluences[ i ];
  458. morphInfluences[ i ] = influence[ 0 ];
  459. if ( influence[ 0 ] !== 0 ) {
  460. var index = influence[ 1 ];
  461. if ( material.morphTargets === true ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
  462. if ( material.morphNormals === true ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
  463. } else {
  464. if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
  465. if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
  466. }
  467. }
  468. var uniforms = program.getUniforms();
  469. if ( uniforms.morphTargetInfluences !== null ) {
  470. _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
  471. }
  472. updateBuffers = true;
  473. }
  474. //
  475. var index = geometry.attributes.index;
  476. var position = geometry.attributes.position;
  477. if ( material.wireframe === true ) {
  478. index = objects.getWireframeAttribute( geometry );
  479. }
  480. var renderer;
  481. if ( index !== undefined ) {
  482. renderer = indexedBufferRenderer;
  483. renderer.setIndex( index );
  484. } else {
  485. renderer = bufferRenderer;
  486. }
  487. if ( updateBuffers ) {
  488. setupVertexAttributes( material, program, geometry );
  489. if ( index !== undefined ) {
  490. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
  491. }
  492. }
  493. if ( group === undefined ) {
  494. var count;
  495. if ( index !== undefined ) {
  496. count = index.array.length;
  497. } else if ( position instanceof THREE.InterleavedBufferAttribute ) {
  498. count = position.data.array.length / 3;
  499. } else {
  500. count = position.array.length / 3;
  501. }
  502. group = {
  503. start: 0,
  504. count: count
  505. };
  506. }
  507. if ( object instanceof THREE.Mesh ) {
  508. if ( material.wireframe === true ) {
  509. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  510. renderer.setMode( _gl.LINES );
  511. } else {
  512. renderer.setMode( _gl.TRIANGLES );
  513. }
  514. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  515. renderer.renderInstances( geometry );
  516. } else if ( position instanceof THREE.InterleavedBufferAttribute ) {
  517. renderer.render( 0, position.data.count );
  518. } else {
  519. renderer.render( group.start, group.count );
  520. }
  521. } else if ( object instanceof THREE.Line ) {
  522. var lineWidth = material.linewidth;
  523. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  524. state.setLineWidth( lineWidth * pixelRatio );
  525. if ( object instanceof THREE.LineSegments ) {
  526. renderer.setMode( _gl.LINES );
  527. } else {
  528. renderer.setMode( _gl.LINE_STRIP );
  529. }
  530. renderer.render( group.start, group.count );
  531. } else if ( object instanceof THREE.PointCloud ) {
  532. renderer.setMode( _gl.POINTS );
  533. renderer.render( group.start, group.count );
  534. }
  535. };
  536. function setupVertexAttributes( material, program, geometry, startIndex ) {
  537. var extension;
  538. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  539. extension = extensions.get( 'ANGLE_instanced_arrays' );
  540. if ( extension === null ) {
  541. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  542. return;
  543. }
  544. }
  545. if ( startIndex === undefined ) startIndex = 0;
  546. state.initAttributes();
  547. var geometryAttributes = geometry.attributes;
  548. var programAttributes = program.getAttributes();
  549. var materialDefaultAttributeValues = material.defaultAttributeValues;
  550. for ( var name in programAttributes ) {
  551. var programAttribute = programAttributes[ name ];
  552. if ( programAttribute >= 0 ) {
  553. var geometryAttribute = geometryAttributes[ name ];
  554. if ( geometryAttribute !== undefined ) {
  555. state.enableAttribute( programAttribute );
  556. var size = geometryAttribute.itemSize;
  557. var buffer = objects.getAttributeBuffer( geometryAttribute );
  558. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  559. var data = geometryAttribute.data;
  560. var stride = data.stride;
  561. var offset = geometryAttribute.offset;
  562. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  563. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  564. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  565. if ( extension === null ) {
  566. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  567. return;
  568. }
  569. extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
  570. if ( geometry.maxInstancedCount === undefined ) {
  571. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  572. }
  573. }
  574. } else {
  575. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  576. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  577. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  578. if ( extension === null ) {
  579. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  580. return;
  581. }
  582. extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
  583. if ( geometry.maxInstancedCount === undefined ) {
  584. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  585. }
  586. }
  587. }
  588. } else if ( materialDefaultAttributeValues !== undefined ) {
  589. var value = materialDefaultAttributeValues[ name ];
  590. if ( value !== undefined ) {
  591. switch ( value.length ) {
  592. case 2:
  593. _gl.vertexAttrib2fv( programAttribute, value );
  594. break;
  595. case 3:
  596. _gl.vertexAttrib3fv( programAttribute, value );
  597. break;
  598. case 4:
  599. _gl.vertexAttrib4fv( programAttribute, value );
  600. break;
  601. default:
  602. _gl.vertexAttrib1fv( programAttribute, value );
  603. }
  604. }
  605. }
  606. }
  607. }
  608. state.disableUnusedAttributes();
  609. }
  610. // Sorting
  611. function numericalSort ( a, b ) {
  612. return b[ 0 ] - a[ 0 ];
  613. }
  614. function painterSortStable ( a, b ) {
  615. if ( a.object.renderOrder !== b.object.renderOrder ) {
  616. return a.object.renderOrder - b.object.renderOrder;
  617. } else if ( a.material.id !== b.material.id ) {
  618. return a.material.id - b.material.id;
  619. } else if ( a.z !== b.z ) {
  620. return a.z - b.z;
  621. } else {
  622. return a.id - b.id;
  623. }
  624. }
  625. function reversePainterSortStable ( a, b ) {
  626. if ( a.object.renderOrder !== b.object.renderOrder ) {
  627. return a.object.renderOrder - b.object.renderOrder;
  628. } if ( a.z !== b.z ) {
  629. return b.z - a.z;
  630. } else {
  631. return a.id - b.id;
  632. }
  633. }
  634. // Rendering
  635. this.render = function ( scene, camera, renderTarget, forceClear ) {
  636. if ( camera instanceof THREE.Camera === false ) {
  637. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  638. return;
  639. }
  640. var fog = scene.fog;
  641. // reset caching for this frame
  642. _currentGeometryProgram = '';
  643. _currentMaterialId = - 1;
  644. _currentCamera = null;
  645. _lightsNeedUpdate = true;
  646. // update scene graph
  647. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  648. // update camera matrices and frustum
  649. if ( camera.parent === null ) camera.updateMatrixWorld();
  650. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  651. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  652. _frustum.setFromMatrix( _projScreenMatrix );
  653. lights.length = 0;
  654. opaqueObjects.length = 0;
  655. transparentObjects.length = 0;
  656. opaqueImmediateObjects.length = 0;
  657. transparentImmediateObjects.length = 0;
  658. sprites.length = 0;
  659. lensFlares.length = 0;
  660. projectObject( scene );
  661. if ( _this.sortObjects === true ) {
  662. opaqueObjects.sort( painterSortStable );
  663. transparentObjects.sort( reversePainterSortStable );
  664. }
  665. //
  666. shadowMap.render( scene, camera );
  667. //
  668. _infoRender.calls = 0;
  669. _infoRender.vertices = 0;
  670. _infoRender.faces = 0;
  671. _infoRender.points = 0;
  672. this.setRenderTarget( renderTarget );
  673. if ( this.autoClear || forceClear ) {
  674. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  675. }
  676. //
  677. if ( scene.overrideMaterial ) {
  678. var overrideMaterial = scene.overrideMaterial;
  679. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  680. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  681. renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog, overrideMaterial );
  682. renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog, overrideMaterial );
  683. } else {
  684. // opaque pass (front-to-back order)
  685. state.setBlending( THREE.NoBlending );
  686. renderObjects( opaqueObjects, camera, lights, fog );
  687. renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog );
  688. // transparent pass (back-to-front order)
  689. renderObjects( transparentObjects, camera, lights, fog );
  690. renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog );
  691. }
  692. // custom render plugins (post pass)
  693. spritePlugin.render( scene, camera );
  694. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  695. // Generate mipmap if we're using any kind of mipmap filtering
  696. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  697. updateRenderTargetMipmap( renderTarget );
  698. }
  699. // Ensure depth buffer writing is enabled so it can be cleared on next render
  700. state.setDepthTest( true );
  701. state.setDepthWrite( true );
  702. state.setColorWrite( true );
  703. // _gl.finish();
  704. };
  705. function projectObject( object ) {
  706. if ( object.visible === false ) return;
  707. if ( object instanceof THREE.Light ) {
  708. lights.push( object );
  709. } else if ( object instanceof THREE.Sprite ) {
  710. sprites.push( object );
  711. } else if ( object instanceof THREE.LensFlare ) {
  712. lensFlares.push( object );
  713. } else if ( object instanceof THREE.ImmediateRenderObject ) {
  714. var material = object.material;
  715. if ( material.transparent ) {
  716. transparentImmediateObjects.push( object );
  717. } else {
  718. opaqueImmediateObjects.push( object );
  719. }
  720. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.PointCloud ){
  721. if ( object instanceof THREE.SkinnedMesh ) {
  722. object.skeleton.update();
  723. }
  724. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  725. var material = object.material;
  726. if ( material.visible === true ) {
  727. if ( _this.sortObjects === true ) {
  728. _vector3.setFromMatrixPosition( object.matrixWorld );
  729. _vector3.applyProjection( _projScreenMatrix );
  730. }
  731. if ( material instanceof THREE.MeshFaceMaterial ) {
  732. var materials = material.materials;
  733. for ( var i = 0, l = materials.length; i < l; i ++ ) {
  734. materials[ i ].program = properties.get( materials[ i ] ).program;
  735. }
  736. } else {
  737. material.program = properties.get( material ).program;
  738. }
  739. var renderItem = {
  740. id: object.id,
  741. object: object,
  742. material: object.material,
  743. z: _vector3.z
  744. };
  745. if ( material.transparent ) {
  746. transparentObjects.push( renderItem );
  747. } else {
  748. opaqueObjects.push( renderItem );
  749. }
  750. }
  751. }
  752. }
  753. var children = object.children;
  754. for ( var i = 0, l = children.length; i < l; i ++ ) {
  755. projectObject( children[ i ] );
  756. }
  757. }
  758. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  759. var material = overrideMaterial;
  760. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  761. var renderItem = renderList[ i ];
  762. var object = renderItem.object;
  763. var geometry = objects.update( object );
  764. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  765. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  766. if ( overrideMaterial === undefined ) material = object.material;
  767. if ( material instanceof THREE.MeshFaceMaterial ) {
  768. var groups = geometry.groups;
  769. var materials = material.materials;
  770. for ( var j = 0, jl = groups.length; j < jl; j ++ ) {
  771. var group = groups[ j ];
  772. var groupMaterial = materials[ group.materialIndex ];
  773. if ( groupMaterial !== undefined ) {
  774. _this.renderBufferDirect( camera, lights, fog, geometry, groupMaterial, object, group );
  775. }
  776. }
  777. } else {
  778. _this.renderBufferDirect( camera, lights, fog, geometry, material, object );
  779. }
  780. }
  781. }
  782. function renderObjectsImmediate( renderList, camera, lights, fog, overrideMaterial ) {
  783. var material = overrideMaterial;
  784. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  785. var object = renderList[ i ];
  786. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  787. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  788. if ( overrideMaterial === undefined ) material = object.material;
  789. setMaterial( material );
  790. var program = setProgram( camera, lights, fog, material, object );
  791. _currentGeometryProgram = '';
  792. object.render( function ( object ) {
  793. _this.renderBufferImmediate( object, program, material );
  794. } );
  795. }
  796. }
  797. // Materials
  798. var shaderIDs = {
  799. MeshDepthMaterial: 'depth',
  800. MeshNormalMaterial: 'normal',
  801. MeshBasicMaterial: 'basic',
  802. MeshLambertMaterial: 'lambert',
  803. MeshPhongMaterial: 'phong',
  804. LineBasicMaterial: 'basic',
  805. LineDashedMaterial: 'dashed',
  806. PointCloudMaterial: 'particle_basic'
  807. };
  808. function initMaterial( material, lights, fog, object ) {
  809. var materialProperties = properties.get( material );
  810. var shaderID = shaderIDs[ material.type ];
  811. // heuristics to create shader parameters according to lights in the scene
  812. // (not to blow over maxLights budget)
  813. var maxLightCount = allocateLights( lights );
  814. var maxShadows = allocateShadows( lights );
  815. var maxBones = allocateBones( object );
  816. var precision = _precision;
  817. if ( material.precision !== null ) {
  818. precision = state.getMaxPrecision( material.precision );
  819. if ( precision !== material.precision ) {
  820. console.warn( 'THREE.WebGLRenderer.initMaterial:', material.precision, 'not supported, using', precision, 'instead.' );
  821. }
  822. }
  823. var parameters = {
  824. precision: precision,
  825. supportsVertexTextures: _supportsVertexTextures,
  826. map: !! material.map,
  827. envMap: !! material.envMap,
  828. envMapMode: material.envMap && material.envMap.mapping,
  829. lightMap: !! material.lightMap,
  830. aoMap: !! material.aoMap,
  831. emissiveMap: !! material.emissiveMap,
  832. bumpMap: !! material.bumpMap,
  833. normalMap: !! material.normalMap,
  834. specularMap: !! material.specularMap,
  835. alphaMap: !! material.alphaMap,
  836. combine: material.combine,
  837. vertexColors: material.vertexColors,
  838. fog: fog,
  839. useFog: material.fog,
  840. fogExp: fog instanceof THREE.FogExp2,
  841. flatShading: material.shading === THREE.FlatShading,
  842. sizeAttenuation: material.sizeAttenuation,
  843. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  844. skinning: material.skinning,
  845. maxBones: maxBones,
  846. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  847. morphTargets: material.morphTargets,
  848. morphNormals: material.morphNormals,
  849. maxMorphTargets: _this.maxMorphTargets,
  850. maxMorphNormals: _this.maxMorphNormals,
  851. maxDirLights: maxLightCount.directional,
  852. maxPointLights: maxLightCount.point,
  853. maxSpotLights: maxLightCount.spot,
  854. maxHemiLights: maxLightCount.hemi,
  855. maxShadows: maxShadows,
  856. shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
  857. shadowMapType: shadowMap.type,
  858. shadowMapDebug: shadowMap.debug,
  859. alphaTest: material.alphaTest,
  860. metal: material.metal,
  861. doubleSided: material.side === THREE.DoubleSide,
  862. flipSided: material.side === THREE.BackSide
  863. };
  864. // Generate code
  865. var chunks = [];
  866. if ( shaderID ) {
  867. chunks.push( shaderID );
  868. } else {
  869. chunks.push( material.fragmentShader );
  870. chunks.push( material.vertexShader );
  871. }
  872. if ( material.defines !== undefined ) {
  873. for ( var name in material.defines ) {
  874. chunks.push( name );
  875. chunks.push( material.defines[ name ] );
  876. }
  877. }
  878. for ( var name in parameters ) {
  879. chunks.push( name );
  880. chunks.push( parameters[ name ] );
  881. }
  882. var code = chunks.join();
  883. var programChange = true;
  884. if ( ! materialProperties.program ) {
  885. // new material
  886. material.addEventListener( 'dispose', onMaterialDispose );
  887. } else if ( materialProperties.program.code !== code ) {
  888. // changed glsl or parameters
  889. releaseMaterialProgramReference( material );
  890. } else if ( shaderID !== undefined ) {
  891. // same glsl and uniform list
  892. return;
  893. } else {
  894. // only rebuild uniform list
  895. programChange = false;
  896. }
  897. if ( shaderID ) {
  898. var shader = THREE.ShaderLib[ shaderID ];
  899. materialProperties.__webglShader = {
  900. name: material.type,
  901. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  902. vertexShader: shader.vertexShader,
  903. fragmentShader: shader.fragmentShader
  904. };
  905. } else {
  906. materialProperties.__webglShader = {
  907. name: material.type,
  908. uniforms: material.uniforms,
  909. vertexShader: material.vertexShader,
  910. fragmentShader: material.fragmentShader
  911. };
  912. }
  913. var program;
  914. // Check if code has been already compiled
  915. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  916. var programInfo = _programs[ p ];
  917. if ( programInfo.code === code ) {
  918. program = programInfo;
  919. if ( programChange ) {
  920. program.usedTimes ++;
  921. }
  922. break;
  923. }
  924. }
  925. if ( program === undefined ) {
  926. material.__webglShader = materialProperties.__webglShader;
  927. program = new THREE.WebGLProgram( _this, code, material, parameters );
  928. _programs.push( program );
  929. _infoMemory.programs = _programs.length;
  930. }
  931. materialProperties.program = program;
  932. var attributes = program.getAttributes();
  933. if ( material.morphTargets ) {
  934. material.numSupportedMorphTargets = 0;
  935. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  936. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  937. material.numSupportedMorphTargets ++;
  938. }
  939. }
  940. }
  941. if ( material.morphNormals ) {
  942. material.numSupportedMorphNormals = 0;
  943. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  944. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  945. material.numSupportedMorphNormals ++;
  946. }
  947. }
  948. }
  949. materialProperties.uniformsList = [];
  950. var uniformLocations = materialProperties.program.getUniforms();
  951. for ( var u in materialProperties.__webglShader.uniforms ) {
  952. var location = uniformLocations[ u ];
  953. if ( location ) {
  954. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  955. }
  956. }
  957. }
  958. function setMaterial( material ) {
  959. setMaterialFaces( material );
  960. if ( material.transparent === true ) {
  961. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  962. } else {
  963. state.setBlending( THREE.NoBlending );
  964. }
  965. state.setDepthFunc( material.depthFunc );
  966. state.setDepthTest( material.depthTest );
  967. state.setDepthWrite( material.depthWrite );
  968. state.setColorWrite( material.colorWrite );
  969. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  970. }
  971. function setMaterialFaces( material ) {
  972. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  973. state.setFlipSided( material.side === THREE.BackSide );
  974. }
  975. function setProgram( camera, lights, fog, material, object ) {
  976. _usedTextureUnits = 0;
  977. var materialProperties = properties.get( material );
  978. if ( material.needsUpdate || ! materialProperties.program ) {
  979. initMaterial( material, lights, fog, object );
  980. material.needsUpdate = false;
  981. }
  982. var refreshProgram = false;
  983. var refreshMaterial = false;
  984. var refreshLights = false;
  985. var program = materialProperties.program,
  986. p_uniforms = program.getUniforms(),
  987. m_uniforms = materialProperties.__webglShader.uniforms;
  988. if ( program.id !== _currentProgram ) {
  989. _gl.useProgram( program.program );
  990. _currentProgram = program.id;
  991. refreshProgram = true;
  992. refreshMaterial = true;
  993. refreshLights = true;
  994. }
  995. if ( material.id !== _currentMaterialId ) {
  996. if ( _currentMaterialId === - 1 ) refreshLights = true;
  997. _currentMaterialId = material.id;
  998. refreshMaterial = true;
  999. }
  1000. if ( refreshProgram || camera !== _currentCamera ) {
  1001. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  1002. if ( _logarithmicDepthBuffer ) {
  1003. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  1004. }
  1005. if ( camera !== _currentCamera ) _currentCamera = camera;
  1006. // load material specific uniforms
  1007. // (shader material also gets them for the sake of genericity)
  1008. if ( material instanceof THREE.ShaderMaterial ||
  1009. material instanceof THREE.MeshPhongMaterial ||
  1010. material.envMap ) {
  1011. if ( p_uniforms.cameraPosition !== undefined ) {
  1012. _vector3.setFromMatrixPosition( camera.matrixWorld );
  1013. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  1014. }
  1015. }
  1016. if ( material instanceof THREE.MeshPhongMaterial ||
  1017. material instanceof THREE.MeshLambertMaterial ||
  1018. material instanceof THREE.MeshBasicMaterial ||
  1019. material instanceof THREE.ShaderMaterial ||
  1020. material.skinning ) {
  1021. if ( p_uniforms.viewMatrix !== undefined ) {
  1022. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  1023. }
  1024. }
  1025. }
  1026. // skinning uniforms must be set even if material didn't change
  1027. // auto-setting of texture unit for bone texture must go before other textures
  1028. // not sure why, but otherwise weird things happen
  1029. if ( material.skinning ) {
  1030. if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
  1031. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  1032. }
  1033. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
  1034. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  1035. }
  1036. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  1037. if ( p_uniforms.boneTexture !== undefined ) {
  1038. var textureUnit = getTextureUnit();
  1039. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  1040. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  1041. }
  1042. if ( p_uniforms.boneTextureWidth !== undefined ) {
  1043. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  1044. }
  1045. if ( p_uniforms.boneTextureHeight !== undefined ) {
  1046. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  1047. }
  1048. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  1049. if ( p_uniforms.boneGlobalMatrices !== undefined ) {
  1050. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  1051. }
  1052. }
  1053. }
  1054. if ( refreshMaterial ) {
  1055. // refresh uniforms common to several materials
  1056. if ( fog && material.fog ) {
  1057. refreshUniformsFog( m_uniforms, fog );
  1058. }
  1059. if ( material instanceof THREE.MeshPhongMaterial ||
  1060. material instanceof THREE.MeshLambertMaterial ||
  1061. material.lights ) {
  1062. if ( _lightsNeedUpdate ) {
  1063. refreshLights = true;
  1064. setupLights( lights, camera );
  1065. _lightsNeedUpdate = false;
  1066. }
  1067. if ( refreshLights ) {
  1068. refreshUniformsLights( m_uniforms, _lights );
  1069. markUniformsLightsNeedsUpdate( m_uniforms, true );
  1070. } else {
  1071. markUniformsLightsNeedsUpdate( m_uniforms, false );
  1072. }
  1073. }
  1074. if ( material instanceof THREE.MeshBasicMaterial ||
  1075. material instanceof THREE.MeshLambertMaterial ||
  1076. material instanceof THREE.MeshPhongMaterial ) {
  1077. refreshUniformsCommon( m_uniforms, material );
  1078. }
  1079. // refresh single material specific uniforms
  1080. if ( material instanceof THREE.LineBasicMaterial ) {
  1081. refreshUniformsLine( m_uniforms, material );
  1082. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1083. refreshUniformsLine( m_uniforms, material );
  1084. refreshUniformsDash( m_uniforms, material );
  1085. } else if ( material instanceof THREE.PointCloudMaterial ) {
  1086. refreshUniformsParticle( m_uniforms, material );
  1087. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1088. refreshUniformsPhong( m_uniforms, material );
  1089. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1090. refreshUniformsLambert( m_uniforms, material );
  1091. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1092. refreshUniformsBasic( m_uniforms, material );
  1093. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1094. m_uniforms.mNear.value = camera.near;
  1095. m_uniforms.mFar.value = camera.far;
  1096. m_uniforms.opacity.value = material.opacity;
  1097. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1098. m_uniforms.opacity.value = material.opacity;
  1099. }
  1100. if ( object.receiveShadow && ! material._shadowPass ) {
  1101. refreshUniformsShadow( m_uniforms, lights );
  1102. }
  1103. // load common uniforms
  1104. loadUniformsGeneric( materialProperties.uniformsList );
  1105. }
  1106. loadUniformsMatrices( p_uniforms, object );
  1107. if ( p_uniforms.modelMatrix !== undefined ) {
  1108. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1109. }
  1110. return program;
  1111. }
  1112. // Uniforms (refresh uniforms objects)
  1113. function refreshUniformsCommon ( uniforms, material ) {
  1114. uniforms.opacity.value = material.opacity;
  1115. uniforms.diffuse.value = material.color;
  1116. uniforms.map.value = material.map;
  1117. uniforms.specularMap.value = material.specularMap;
  1118. uniforms.alphaMap.value = material.alphaMap;
  1119. if ( material.bumpMap ) {
  1120. uniforms.bumpMap.value = material.bumpMap;
  1121. uniforms.bumpScale.value = material.bumpScale;
  1122. }
  1123. if ( material.normalMap ) {
  1124. uniforms.normalMap.value = material.normalMap;
  1125. uniforms.normalScale.value.copy( material.normalScale );
  1126. }
  1127. // uv repeat and offset setting priorities
  1128. // 1. color map
  1129. // 2. specular map
  1130. // 3. normal map
  1131. // 4. bump map
  1132. // 5. alpha map
  1133. // 6. emissive map
  1134. var uvScaleMap;
  1135. if ( material.map ) {
  1136. uvScaleMap = material.map;
  1137. } else if ( material.specularMap ) {
  1138. uvScaleMap = material.specularMap;
  1139. } else if ( material.normalMap ) {
  1140. uvScaleMap = material.normalMap;
  1141. } else if ( material.bumpMap ) {
  1142. uvScaleMap = material.bumpMap;
  1143. } else if ( material.alphaMap ) {
  1144. uvScaleMap = material.alphaMap;
  1145. } else if ( material.emissiveMap ) {
  1146. uvScaleMap = material.emissiveMap;
  1147. }
  1148. if ( uvScaleMap !== undefined ) {
  1149. var offset = uvScaleMap.offset;
  1150. var repeat = uvScaleMap.repeat;
  1151. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1152. }
  1153. uniforms.envMap.value = material.envMap;
  1154. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1155. uniforms.reflectivity.value = material.reflectivity;
  1156. uniforms.refractionRatio.value = material.refractionRatio;
  1157. }
  1158. function refreshUniformsLine ( uniforms, material ) {
  1159. uniforms.diffuse.value = material.color;
  1160. uniforms.opacity.value = material.opacity;
  1161. }
  1162. function refreshUniformsDash ( uniforms, material ) {
  1163. uniforms.dashSize.value = material.dashSize;
  1164. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1165. uniforms.scale.value = material.scale;
  1166. }
  1167. function refreshUniformsParticle ( uniforms, material ) {
  1168. uniforms.psColor.value = material.color;
  1169. uniforms.opacity.value = material.opacity;
  1170. uniforms.size.value = material.size;
  1171. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1172. uniforms.map.value = material.map;
  1173. if ( material.map !== null ) {
  1174. var offset = material.map.offset;
  1175. var repeat = material.map.repeat;
  1176. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1177. }
  1178. }
  1179. function refreshUniformsFog ( uniforms, fog ) {
  1180. uniforms.fogColor.value = fog.color;
  1181. if ( fog instanceof THREE.Fog ) {
  1182. uniforms.fogNear.value = fog.near;
  1183. uniforms.fogFar.value = fog.far;
  1184. } else if ( fog instanceof THREE.FogExp2 ) {
  1185. uniforms.fogDensity.value = fog.density;
  1186. }
  1187. }
  1188. function refreshUniformsPhong ( uniforms, material ) {
  1189. uniforms.shininess.value = material.shininess;
  1190. uniforms.emissive.value = material.emissive;
  1191. uniforms.specular.value = material.specular;
  1192. uniforms.lightMap.value = material.lightMap;
  1193. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1194. uniforms.aoMap.value = material.aoMap;
  1195. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1196. uniforms.emissiveMap.value = material.emissiveMap;
  1197. }
  1198. function refreshUniformsLambert ( uniforms, material ) {
  1199. uniforms.emissive.value = material.emissive;
  1200. }
  1201. function refreshUniformsBasic ( uniforms, material ) {
  1202. uniforms.aoMap.value = material.aoMap;
  1203. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1204. }
  1205. function refreshUniformsLights ( uniforms, lights ) {
  1206. uniforms.ambientLightColor.value = lights.ambient;
  1207. uniforms.directionalLightColor.value = lights.directional.colors;
  1208. uniforms.directionalLightDirection.value = lights.directional.positions;
  1209. uniforms.pointLightColor.value = lights.point.colors;
  1210. uniforms.pointLightPosition.value = lights.point.positions;
  1211. uniforms.pointLightDistance.value = lights.point.distances;
  1212. uniforms.pointLightDecay.value = lights.point.decays;
  1213. uniforms.spotLightColor.value = lights.spot.colors;
  1214. uniforms.spotLightPosition.value = lights.spot.positions;
  1215. uniforms.spotLightDistance.value = lights.spot.distances;
  1216. uniforms.spotLightDirection.value = lights.spot.directions;
  1217. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1218. uniforms.spotLightExponent.value = lights.spot.exponents;
  1219. uniforms.spotLightDecay.value = lights.spot.decays;
  1220. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1221. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1222. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1223. }
  1224. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1225. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1226. uniforms.ambientLightColor.needsUpdate = value;
  1227. uniforms.directionalLightColor.needsUpdate = value;
  1228. uniforms.directionalLightDirection.needsUpdate = value;
  1229. uniforms.pointLightColor.needsUpdate = value;
  1230. uniforms.pointLightPosition.needsUpdate = value;
  1231. uniforms.pointLightDistance.needsUpdate = value;
  1232. uniforms.pointLightDecay.needsUpdate = value;
  1233. uniforms.spotLightColor.needsUpdate = value;
  1234. uniforms.spotLightPosition.needsUpdate = value;
  1235. uniforms.spotLightDistance.needsUpdate = value;
  1236. uniforms.spotLightDirection.needsUpdate = value;
  1237. uniforms.spotLightAngleCos.needsUpdate = value;
  1238. uniforms.spotLightExponent.needsUpdate = value;
  1239. uniforms.spotLightDecay.needsUpdate = value;
  1240. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  1241. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  1242. uniforms.hemisphereLightDirection.needsUpdate = value;
  1243. }
  1244. function refreshUniformsShadow ( uniforms, lights ) {
  1245. if ( uniforms.shadowMatrix ) {
  1246. var j = 0;
  1247. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1248. var light = lights[ i ];
  1249. if ( ! light.castShadow ) continue;
  1250. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight ) ) {
  1251. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1252. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1253. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1254. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1255. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1256. j ++;
  1257. }
  1258. }
  1259. }
  1260. }
  1261. // Uniforms (load to GPU)
  1262. function loadUniformsMatrices ( uniforms, object ) {
  1263. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
  1264. if ( uniforms.normalMatrix ) {
  1265. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
  1266. }
  1267. }
  1268. function getTextureUnit() {
  1269. var textureUnit = _usedTextureUnits;
  1270. if ( textureUnit >= _maxTextures ) {
  1271. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  1272. }
  1273. _usedTextureUnits += 1;
  1274. return textureUnit;
  1275. }
  1276. function loadUniformsGeneric ( uniforms ) {
  1277. var texture, textureUnit, offset;
  1278. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1279. var uniform = uniforms[ j ][ 0 ];
  1280. // needsUpdate property is not added to all uniforms.
  1281. if ( uniform.needsUpdate === false ) continue;
  1282. var type = uniform.type;
  1283. var value = uniform.value;
  1284. var location = uniforms[ j ][ 1 ];
  1285. switch ( type ) {
  1286. case '1i':
  1287. _gl.uniform1i( location, value );
  1288. break;
  1289. case '1f':
  1290. _gl.uniform1f( location, value );
  1291. break;
  1292. case '2f':
  1293. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1294. break;
  1295. case '3f':
  1296. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1297. break;
  1298. case '4f':
  1299. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1300. break;
  1301. case '1iv':
  1302. _gl.uniform1iv( location, value );
  1303. break;
  1304. case '3iv':
  1305. _gl.uniform3iv( location, value );
  1306. break;
  1307. case '1fv':
  1308. _gl.uniform1fv( location, value );
  1309. break;
  1310. case '2fv':
  1311. _gl.uniform2fv( location, value );
  1312. break;
  1313. case '3fv':
  1314. _gl.uniform3fv( location, value );
  1315. break;
  1316. case '4fv':
  1317. _gl.uniform4fv( location, value );
  1318. break;
  1319. case 'Matrix3fv':
  1320. _gl.uniformMatrix3fv( location, false, value );
  1321. break;
  1322. case 'Matrix4fv':
  1323. _gl.uniformMatrix4fv( location, false, value );
  1324. break;
  1325. //
  1326. case 'i':
  1327. // single integer
  1328. _gl.uniform1i( location, value );
  1329. break;
  1330. case 'f':
  1331. // single float
  1332. _gl.uniform1f( location, value );
  1333. break;
  1334. case 'v2':
  1335. // single THREE.Vector2
  1336. _gl.uniform2f( location, value.x, value.y );
  1337. break;
  1338. case 'v3':
  1339. // single THREE.Vector3
  1340. _gl.uniform3f( location, value.x, value.y, value.z );
  1341. break;
  1342. case 'v4':
  1343. // single THREE.Vector4
  1344. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1345. break;
  1346. case 'c':
  1347. // single THREE.Color
  1348. _gl.uniform3f( location, value.r, value.g, value.b );
  1349. break;
  1350. case 'iv1':
  1351. // flat array of integers (JS or typed array)
  1352. _gl.uniform1iv( location, value );
  1353. break;
  1354. case 'iv':
  1355. // flat array of integers with 3 x N size (JS or typed array)
  1356. _gl.uniform3iv( location, value );
  1357. break;
  1358. case 'fv1':
  1359. // flat array of floats (JS or typed array)
  1360. _gl.uniform1fv( location, value );
  1361. break;
  1362. case 'fv':
  1363. // flat array of floats with 3 x N size (JS or typed array)
  1364. _gl.uniform3fv( location, value );
  1365. break;
  1366. case 'v2v':
  1367. // array of THREE.Vector2
  1368. if ( uniform._array === undefined ) {
  1369. uniform._array = new Float32Array( 2 * value.length );
  1370. }
  1371. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1372. offset = i * 2;
  1373. uniform._array[ offset + 0 ] = value[ i ].x;
  1374. uniform._array[ offset + 1 ] = value[ i ].y;
  1375. }
  1376. _gl.uniform2fv( location, uniform._array );
  1377. break;
  1378. case 'v3v':
  1379. // array of THREE.Vector3
  1380. if ( uniform._array === undefined ) {
  1381. uniform._array = new Float32Array( 3 * value.length );
  1382. }
  1383. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1384. offset = i * 3;
  1385. uniform._array[ offset + 0 ] = value[ i ].x;
  1386. uniform._array[ offset + 1 ] = value[ i ].y;
  1387. uniform._array[ offset + 2 ] = value[ i ].z;
  1388. }
  1389. _gl.uniform3fv( location, uniform._array );
  1390. break;
  1391. case 'v4v':
  1392. // array of THREE.Vector4
  1393. if ( uniform._array === undefined ) {
  1394. uniform._array = new Float32Array( 4 * value.length );
  1395. }
  1396. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1397. offset = i * 4;
  1398. uniform._array[ offset + 0 ] = value[ i ].x;
  1399. uniform._array[ offset + 1 ] = value[ i ].y;
  1400. uniform._array[ offset + 2 ] = value[ i ].z;
  1401. uniform._array[ offset + 3 ] = value[ i ].w;
  1402. }
  1403. _gl.uniform4fv( location, uniform._array );
  1404. break;
  1405. case 'm3':
  1406. // single THREE.Matrix3
  1407. _gl.uniformMatrix3fv( location, false, value.elements );
  1408. break;
  1409. case 'm3v':
  1410. // array of THREE.Matrix3
  1411. if ( uniform._array === undefined ) {
  1412. uniform._array = new Float32Array( 9 * value.length );
  1413. }
  1414. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1415. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1416. }
  1417. _gl.uniformMatrix3fv( location, false, uniform._array );
  1418. break;
  1419. case 'm4':
  1420. // single THREE.Matrix4
  1421. _gl.uniformMatrix4fv( location, false, value.elements );
  1422. break;
  1423. case 'm4v':
  1424. // array of THREE.Matrix4
  1425. if ( uniform._array === undefined ) {
  1426. uniform._array = new Float32Array( 16 * value.length );
  1427. }
  1428. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1429. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1430. }
  1431. _gl.uniformMatrix4fv( location, false, uniform._array );
  1432. break;
  1433. case 't':
  1434. // single THREE.Texture (2d or cube)
  1435. texture = value;
  1436. textureUnit = getTextureUnit();
  1437. _gl.uniform1i( location, textureUnit );
  1438. if ( ! texture ) continue;
  1439. if ( texture instanceof THREE.CubeTexture ||
  1440. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  1441. // CompressedTexture can have Array in image :/
  1442. setCubeTexture( texture, textureUnit );
  1443. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1444. setCubeTextureDynamic( texture, textureUnit );
  1445. } else {
  1446. _this.setTexture( texture, textureUnit );
  1447. }
  1448. break;
  1449. case 'tv':
  1450. // array of THREE.Texture (2d)
  1451. if ( uniform._array === undefined ) {
  1452. uniform._array = [];
  1453. }
  1454. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1455. uniform._array[ i ] = getTextureUnit();
  1456. }
  1457. _gl.uniform1iv( location, uniform._array );
  1458. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1459. texture = uniform.value[ i ];
  1460. textureUnit = uniform._array[ i ];
  1461. if ( ! texture ) continue;
  1462. _this.setTexture( texture, textureUnit );
  1463. }
  1464. break;
  1465. default:
  1466. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1467. }
  1468. }
  1469. }
  1470. function setColorLinear( array, offset, color, intensity ) {
  1471. array[ offset + 0 ] = color.r * intensity;
  1472. array[ offset + 1 ] = color.g * intensity;
  1473. array[ offset + 2 ] = color.b * intensity;
  1474. }
  1475. function setupLights ( lights, camera ) {
  1476. var l, ll, light,
  1477. r = 0, g = 0, b = 0,
  1478. color, skyColor, groundColor,
  1479. intensity,
  1480. distance,
  1481. zlights = _lights,
  1482. viewMatrix = camera.matrixWorldInverse,
  1483. dirColors = zlights.directional.colors,
  1484. dirPositions = zlights.directional.positions,
  1485. pointColors = zlights.point.colors,
  1486. pointPositions = zlights.point.positions,
  1487. pointDistances = zlights.point.distances,
  1488. pointDecays = zlights.point.decays,
  1489. spotColors = zlights.spot.colors,
  1490. spotPositions = zlights.spot.positions,
  1491. spotDistances = zlights.spot.distances,
  1492. spotDirections = zlights.spot.directions,
  1493. spotAnglesCos = zlights.spot.anglesCos,
  1494. spotExponents = zlights.spot.exponents,
  1495. spotDecays = zlights.spot.decays,
  1496. hemiSkyColors = zlights.hemi.skyColors,
  1497. hemiGroundColors = zlights.hemi.groundColors,
  1498. hemiPositions = zlights.hemi.positions,
  1499. dirLength = 0,
  1500. pointLength = 0,
  1501. spotLength = 0,
  1502. hemiLength = 0,
  1503. dirCount = 0,
  1504. pointCount = 0,
  1505. spotCount = 0,
  1506. hemiCount = 0,
  1507. dirOffset = 0,
  1508. pointOffset = 0,
  1509. spotOffset = 0,
  1510. hemiOffset = 0;
  1511. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1512. light = lights[ l ];
  1513. if ( light.onlyShadow ) continue;
  1514. color = light.color;
  1515. intensity = light.intensity;
  1516. distance = light.distance;
  1517. if ( light instanceof THREE.AmbientLight ) {
  1518. if ( ! light.visible ) continue;
  1519. r += color.r;
  1520. g += color.g;
  1521. b += color.b;
  1522. } else if ( light instanceof THREE.DirectionalLight ) {
  1523. dirCount += 1;
  1524. if ( ! light.visible ) continue;
  1525. _direction.setFromMatrixPosition( light.matrixWorld );
  1526. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1527. _direction.sub( _vector3 );
  1528. _direction.transformDirection( viewMatrix );
  1529. dirOffset = dirLength * 3;
  1530. dirPositions[ dirOffset + 0 ] = _direction.x;
  1531. dirPositions[ dirOffset + 1 ] = _direction.y;
  1532. dirPositions[ dirOffset + 2 ] = _direction.z;
  1533. setColorLinear( dirColors, dirOffset, color, intensity );
  1534. dirLength += 1;
  1535. } else if ( light instanceof THREE.PointLight ) {
  1536. pointCount += 1;
  1537. if ( ! light.visible ) continue;
  1538. pointOffset = pointLength * 3;
  1539. setColorLinear( pointColors, pointOffset, color, intensity );
  1540. _vector3.setFromMatrixPosition( light.matrixWorld );
  1541. _vector3.applyMatrix4( viewMatrix );
  1542. pointPositions[ pointOffset + 0 ] = _vector3.x;
  1543. pointPositions[ pointOffset + 1 ] = _vector3.y;
  1544. pointPositions[ pointOffset + 2 ] = _vector3.z;
  1545. // distance is 0 if decay is 0, because there is no attenuation at all.
  1546. pointDistances[ pointLength ] = distance;
  1547. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1548. pointLength += 1;
  1549. } else if ( light instanceof THREE.SpotLight ) {
  1550. spotCount += 1;
  1551. if ( ! light.visible ) continue;
  1552. spotOffset = spotLength * 3;
  1553. setColorLinear( spotColors, spotOffset, color, intensity );
  1554. _direction.setFromMatrixPosition( light.matrixWorld );
  1555. _vector3.copy( _direction ).applyMatrix4( viewMatrix );
  1556. spotPositions[ spotOffset + 0 ] = _vector3.x;
  1557. spotPositions[ spotOffset + 1 ] = _vector3.y;
  1558. spotPositions[ spotOffset + 2 ] = _vector3.z;
  1559. spotDistances[ spotLength ] = distance;
  1560. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1561. _direction.sub( _vector3 );
  1562. _direction.transformDirection( viewMatrix );
  1563. spotDirections[ spotOffset + 0 ] = _direction.x;
  1564. spotDirections[ spotOffset + 1 ] = _direction.y;
  1565. spotDirections[ spotOffset + 2 ] = _direction.z;
  1566. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1567. spotExponents[ spotLength ] = light.exponent;
  1568. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1569. spotLength += 1;
  1570. } else if ( light instanceof THREE.HemisphereLight ) {
  1571. hemiCount += 1;
  1572. if ( ! light.visible ) continue;
  1573. _direction.setFromMatrixPosition( light.matrixWorld );
  1574. _direction.transformDirection( viewMatrix );
  1575. hemiOffset = hemiLength * 3;
  1576. hemiPositions[ hemiOffset + 0 ] = _direction.x;
  1577. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1578. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1579. skyColor = light.color;
  1580. groundColor = light.groundColor;
  1581. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1582. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1583. hemiLength += 1;
  1584. }
  1585. }
  1586. // null eventual remains from removed lights
  1587. // (this is to avoid if in shader)
  1588. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1589. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1590. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1591. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1592. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1593. zlights.directional.length = dirLength;
  1594. zlights.point.length = pointLength;
  1595. zlights.spot.length = spotLength;
  1596. zlights.hemi.length = hemiLength;
  1597. zlights.ambient[ 0 ] = r;
  1598. zlights.ambient[ 1 ] = g;
  1599. zlights.ambient[ 2 ] = b;
  1600. }
  1601. // GL state setting
  1602. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1603. if ( cullFace === THREE.CullFaceNone ) {
  1604. state.disable( _gl.CULL_FACE );
  1605. } else {
  1606. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1607. _gl.frontFace( _gl.CW );
  1608. } else {
  1609. _gl.frontFace( _gl.CCW );
  1610. }
  1611. if ( cullFace === THREE.CullFaceBack ) {
  1612. _gl.cullFace( _gl.BACK );
  1613. } else if ( cullFace === THREE.CullFaceFront ) {
  1614. _gl.cullFace( _gl.FRONT );
  1615. } else {
  1616. _gl.cullFace( _gl.FRONT_AND_BACK );
  1617. }
  1618. state.enable( _gl.CULL_FACE );
  1619. }
  1620. };
  1621. // Textures
  1622. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1623. var extension;
  1624. if ( isImagePowerOfTwo ) {
  1625. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1626. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1627. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1628. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1629. } else {
  1630. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1631. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1632. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1633. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  1634. }
  1635. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1636. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1637. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1638. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  1639. }
  1640. }
  1641. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1642. if ( extension ) {
  1643. if ( texture.type === THREE.FloatType && !extensions.get( 'OES_texture_float_linear' ) ||
  1644. texture.type === THREE.HalfFloatType && !extensions.get( 'OES_texture_half_float_linear' ) ) {
  1645. return;
  1646. }
  1647. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1648. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1649. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1650. }
  1651. }
  1652. }
  1653. function uploadTexture( textureProperties, texture, slot ) {
  1654. if ( textureProperties.__webglInit === undefined ) {
  1655. textureProperties.__webglInit = true;
  1656. texture.__webglInit = true;
  1657. texture.addEventListener( 'dispose', onTextureDispose );
  1658. textureProperties.__webglTexture = _gl.createTexture();
  1659. _infoMemory.textures ++;
  1660. }
  1661. state.activeTexture( _gl.TEXTURE0 + slot );
  1662. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1663. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1664. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1665. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1666. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  1667. var image = texture.image,
  1668. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1669. glFormat = paramThreeToGL( texture.format ),
  1670. glType = paramThreeToGL( texture.type );
  1671. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1672. var mipmap, mipmaps = texture.mipmaps;
  1673. if ( texture instanceof THREE.DataTexture ) {
  1674. // use manually created mipmaps if available
  1675. // if there are no manual mipmaps
  1676. // set 0 level mipmap and then use GL to generate other mipmap levels
  1677. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1678. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1679. mipmap = mipmaps[ i ];
  1680. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1681. }
  1682. texture.generateMipmaps = false;
  1683. } else {
  1684. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1685. }
  1686. } else if ( texture instanceof THREE.CompressedTexture ) {
  1687. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1688. mipmap = mipmaps[ i ];
  1689. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1690. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1691. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1692. } else {
  1693. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1694. }
  1695. } else {
  1696. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1697. }
  1698. }
  1699. } else {
  1700. // regular Texture (image, video, canvas)
  1701. // use manually created mipmaps if available
  1702. // if there are no manual mipmaps
  1703. // set 0 level mipmap and then use GL to generate other mipmap levels
  1704. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1705. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1706. mipmap = mipmaps[ i ];
  1707. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1708. }
  1709. texture.generateMipmaps = false;
  1710. } else {
  1711. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1712. }
  1713. }
  1714. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1715. textureProperties.__version = texture.version;
  1716. if ( texture.onUpdate ) texture.onUpdate( texture );
  1717. }
  1718. this.setTexture = function ( texture, slot ) {
  1719. var textureProperties = properties.get( texture );
  1720. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1721. var image = texture.image;
  1722. if ( image === undefined ) {
  1723. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1724. return;
  1725. }
  1726. if ( image.complete === false ) {
  1727. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1728. return;
  1729. }
  1730. uploadTexture( textureProperties, texture, slot );
  1731. return;
  1732. }
  1733. state.activeTexture( _gl.TEXTURE0 + slot );
  1734. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1735. };
  1736. function clampToMaxSize ( image, maxSize ) {
  1737. if ( image.width > maxSize || image.height > maxSize ) {
  1738. // Warning: Scaling through the canvas will only work with images that use
  1739. // premultiplied alpha.
  1740. var scale = maxSize / Math.max( image.width, image.height );
  1741. var canvas = document.createElement( 'canvas' );
  1742. canvas.width = Math.floor( image.width * scale );
  1743. canvas.height = Math.floor( image.height * scale );
  1744. var context = canvas.getContext( '2d' );
  1745. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1746. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1747. return canvas;
  1748. }
  1749. return image;
  1750. }
  1751. function setCubeTexture ( texture, slot ) {
  1752. var textureProperties = properties.get( texture );
  1753. if ( texture.image.length === 6 ) {
  1754. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  1755. if ( ! textureProperties.__image__webglTextureCube ) {
  1756. texture.addEventListener( 'dispose', onTextureDispose );
  1757. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1758. _infoMemory.textures ++;
  1759. }
  1760. state.activeTexture( _gl.TEXTURE0 + slot );
  1761. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1762. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1763. var isCompressed = texture instanceof THREE.CompressedTexture;
  1764. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1765. var cubeImage = [];
  1766. for ( var i = 0; i < 6; i ++ ) {
  1767. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1768. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  1769. } else {
  1770. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1771. }
  1772. }
  1773. var image = cubeImage[ 0 ],
  1774. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1775. glFormat = paramThreeToGL( texture.format ),
  1776. glType = paramThreeToGL( texture.type );
  1777. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1778. for ( var i = 0; i < 6; i ++ ) {
  1779. if ( ! isCompressed ) {
  1780. if ( isDataTexture ) {
  1781. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1782. } else {
  1783. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  1784. }
  1785. } else {
  1786. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  1787. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  1788. mipmap = mipmaps[ j ];
  1789. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1790. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  1791. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1792. } else {
  1793. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  1794. }
  1795. } else {
  1796. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1797. }
  1798. }
  1799. }
  1800. }
  1801. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  1802. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1803. }
  1804. textureProperties.__version = texture.version;
  1805. if ( texture.onUpdate ) texture.onUpdate( texture );
  1806. } else {
  1807. state.activeTexture( _gl.TEXTURE0 + slot );
  1808. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1809. }
  1810. }
  1811. }
  1812. function setCubeTextureDynamic ( texture, slot ) {
  1813. state.activeTexture( _gl.TEXTURE0 + slot );
  1814. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  1815. }
  1816. // Render targets
  1817. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  1818. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1819. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget ).__webglTexture, 0 );
  1820. }
  1821. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  1822. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  1823. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1824. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  1825. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1826. /* For some reason this is not working. Defaulting to RGBA4.
  1827. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1828. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  1829. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1830. */
  1831. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1832. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  1833. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  1834. } else {
  1835. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  1836. }
  1837. }
  1838. this.setRenderTarget = function ( renderTarget ) {
  1839. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  1840. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1841. var renderTargetProperties = properties.get( renderTarget );
  1842. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  1843. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  1844. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  1845. renderTargetProperties.__webglTexture = _gl.createTexture();
  1846. _infoMemory.textures ++;
  1847. // Setup texture, create render and frame buffers
  1848. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  1849. glFormat = paramThreeToGL( renderTarget.format ),
  1850. glType = paramThreeToGL( renderTarget.type );
  1851. if ( isCube ) {
  1852. renderTargetProperties.__webglFramebuffer = [];
  1853. renderTargetProperties.__webglRenderbuffer = [];
  1854. state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTargetProperties.__webglTexture );
  1855. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  1856. for ( var i = 0; i < 6; i ++ ) {
  1857. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  1858. renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  1859. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1860. setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  1861. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
  1862. }
  1863. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1864. } else {
  1865. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  1866. if ( renderTarget.shareDepthFrom ) {
  1867. renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  1868. } else {
  1869. renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
  1870. }
  1871. state.bindTexture( _gl.TEXTURE_2D, renderTargetProperties.__webglTexture );
  1872. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  1873. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  1874. setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  1875. if ( renderTarget.shareDepthFrom ) {
  1876. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  1877. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1878. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  1879. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  1880. }
  1881. } else {
  1882. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
  1883. }
  1884. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1885. }
  1886. // Release everything
  1887. if ( isCube ) {
  1888. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1889. } else {
  1890. state.bindTexture( _gl.TEXTURE_2D, null );
  1891. }
  1892. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1893. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1894. }
  1895. var framebuffer, width, height, vx, vy;
  1896. if ( renderTarget ) {
  1897. var renderTargetProperties = properties.get( renderTarget );
  1898. if ( isCube ) {
  1899. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  1900. } else {
  1901. framebuffer = renderTargetProperties.__webglFramebuffer;
  1902. }
  1903. width = renderTarget.width;
  1904. height = renderTarget.height;
  1905. vx = 0;
  1906. vy = 0;
  1907. } else {
  1908. framebuffer = null;
  1909. width = _viewportWidth;
  1910. height = _viewportHeight;
  1911. vx = _viewportX;
  1912. vy = _viewportY;
  1913. }
  1914. if ( framebuffer !== _currentFramebuffer ) {
  1915. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1916. _gl.viewport( vx, vy, width, height );
  1917. _currentFramebuffer = framebuffer;
  1918. }
  1919. _currentWidth = width;
  1920. _currentHeight = height;
  1921. };
  1922. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  1923. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  1924. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1925. return;
  1926. }
  1927. if ( properties.get( renderTarget ).__webglFramebuffer ) {
  1928. if ( renderTarget.format !== THREE.RGBAFormat ) {
  1929. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  1930. return;
  1931. }
  1932. var restore = false;
  1933. if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
  1934. _gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
  1935. restore = true;
  1936. }
  1937. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1938. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  1939. } else {
  1940. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1941. }
  1942. if ( restore ) {
  1943. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1944. }
  1945. }
  1946. };
  1947. function updateRenderTargetMipmap ( renderTarget ) {
  1948. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  1949. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( renderTarget ).__webglTexture );
  1950. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  1951. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1952. } else {
  1953. state.bindTexture( _gl.TEXTURE_2D, properties.get( renderTarget ).__webglTexture );
  1954. _gl.generateMipmap( _gl.TEXTURE_2D );
  1955. state.bindTexture( _gl.TEXTURE_2D, null );
  1956. }
  1957. }
  1958. // Fallback filters for non-power-of-2 textures
  1959. function filterFallback ( f ) {
  1960. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  1961. return _gl.NEAREST;
  1962. }
  1963. return _gl.LINEAR;
  1964. }
  1965. // Map three.js constants to WebGL constants
  1966. function paramThreeToGL ( p ) {
  1967. var extension;
  1968. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  1969. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  1970. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  1971. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  1972. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  1973. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  1974. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  1975. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  1976. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  1977. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  1978. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  1979. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  1980. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  1981. if ( p === THREE.ByteType ) return _gl.BYTE;
  1982. if ( p === THREE.ShortType ) return _gl.SHORT;
  1983. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  1984. if ( p === THREE.IntType ) return _gl.INT;
  1985. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  1986. if ( p === THREE.FloatType ) return _gl.FLOAT;
  1987. extension = extensions.get( 'OES_texture_half_float' );
  1988. if ( extension !== null ) {
  1989. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  1990. }
  1991. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  1992. if ( p === THREE.RGBFormat ) return _gl.RGB;
  1993. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  1994. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  1995. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  1996. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  1997. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  1998. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  1999. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2000. if ( p === THREE.OneFactor ) return _gl.ONE;
  2001. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2002. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2003. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2004. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2005. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2006. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2007. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2008. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2009. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2010. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2011. if ( extension !== null ) {
  2012. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2013. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2014. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2015. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2016. }
  2017. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2018. if ( extension !== null ) {
  2019. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2020. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2021. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2022. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2023. }
  2024. extension = extensions.get( 'EXT_blend_minmax' );
  2025. if ( extension !== null ) {
  2026. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2027. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2028. }
  2029. return 0;
  2030. }
  2031. // Allocations
  2032. function allocateBones ( object ) {
  2033. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  2034. return 1024;
  2035. } else {
  2036. // default for when object is not specified
  2037. // ( for example when prebuilding shader to be used with multiple objects )
  2038. //
  2039. // - leave some extra space for other uniforms
  2040. // - limit here is ANGLE's 254 max uniform vectors
  2041. // (up to 54 should be safe)
  2042. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  2043. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  2044. var maxBones = nVertexMatrices;
  2045. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  2046. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  2047. if ( maxBones < object.skeleton.bones.length ) {
  2048. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  2049. }
  2050. }
  2051. return maxBones;
  2052. }
  2053. }
  2054. function allocateLights( lights ) {
  2055. var dirLights = 0;
  2056. var pointLights = 0;
  2057. var spotLights = 0;
  2058. var hemiLights = 0;
  2059. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2060. var light = lights[ l ];
  2061. if ( light.onlyShadow || light.visible === false ) continue;
  2062. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  2063. if ( light instanceof THREE.PointLight ) pointLights ++;
  2064. if ( light instanceof THREE.SpotLight ) spotLights ++;
  2065. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  2066. }
  2067. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  2068. }
  2069. function allocateShadows( lights ) {
  2070. var maxShadows = 0;
  2071. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2072. var light = lights[ l ];
  2073. if ( ! light.castShadow ) continue;
  2074. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  2075. if ( light instanceof THREE.DirectionalLight ) maxShadows ++;
  2076. }
  2077. return maxShadows;
  2078. }
  2079. // DEPRECATED
  2080. this.supportsFloatTextures = function () {
  2081. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  2082. return extensions.get( 'OES_texture_float' );
  2083. };
  2084. this.supportsHalfFloatTextures = function () {
  2085. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  2086. return extensions.get( 'OES_texture_half_float' );
  2087. };
  2088. this.supportsStandardDerivatives = function () {
  2089. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  2090. return extensions.get( 'OES_standard_derivatives' );
  2091. };
  2092. this.supportsCompressedTextureS3TC = function () {
  2093. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  2094. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2095. };
  2096. this.supportsCompressedTexturePVRTC = function () {
  2097. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  2098. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2099. };
  2100. this.supportsBlendMinMax = function () {
  2101. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  2102. return extensions.get( 'EXT_blend_minmax' );
  2103. };
  2104. this.initMaterial = function () {
  2105. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  2106. };
  2107. this.addPrePlugin = function () {
  2108. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  2109. };
  2110. this.addPostPlugin = function () {
  2111. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  2112. };
  2113. this.updateShadowMap = function () {
  2114. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  2115. };
  2116. Object.defineProperties( this, {
  2117. shadowMapEnabled: {
  2118. get: function () {
  2119. return shadowMap.enabled;
  2120. },
  2121. set: function ( value ) {
  2122. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  2123. shadowMap.enabled = value;
  2124. }
  2125. },
  2126. shadowMapType: {
  2127. get: function () {
  2128. return shadowMap.type;
  2129. },
  2130. set: function ( value ) {
  2131. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  2132. shadowMap.type = value;
  2133. }
  2134. },
  2135. shadowMapCullFace: {
  2136. get: function () {
  2137. return shadowMap.cullFace;
  2138. },
  2139. set: function ( value ) {
  2140. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  2141. shadowMap.cullFace = value;
  2142. }
  2143. },
  2144. shadowMapDebug: {
  2145. get: function () {
  2146. return shadowMap.debug;
  2147. },
  2148. set: function ( value ) {
  2149. console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
  2150. shadowMap.debug = value;
  2151. }
  2152. }
  2153. } );
  2154. };
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