WebGLRenderer.js 94 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _width = _canvas.width,
  13. _height = _canvas.height,
  14. pixelRatio = 1,
  15. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  16. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  17. _depth = parameters.depth !== undefined ? parameters.depth : true,
  18. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  19. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  20. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  21. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  22. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  23. _clearColor = new THREE.Color( 0x000000 ),
  24. _clearAlpha = 0;
  25. var lights = [];
  26. var opaqueObjects = [];
  27. var transparentObjects = [];
  28. var sprites = [];
  29. var lensFlares = [];
  30. // public properties
  31. this.domElement = _canvas;
  32. this.context = null;
  33. // clearing
  34. this.autoClear = true;
  35. this.autoClearColor = true;
  36. this.autoClearDepth = true;
  37. this.autoClearStencil = true;
  38. // scene graph
  39. this.sortObjects = true;
  40. // physically based shading
  41. this.gammaFactor = 2.0; // for backwards compatibility
  42. this.gammaInput = false;
  43. this.gammaOutput = false;
  44. // morphs
  45. this.maxMorphTargets = 8;
  46. this.maxMorphNormals = 4;
  47. // flags
  48. this.autoScaleCubemaps = true;
  49. // info (see below for details)
  50. this.info = {
  51. render: null,
  52. memory: null,
  53. programs: null
  54. };
  55. // internal properties
  56. var _this = this,
  57. _programs = [],
  58. // internal state cache
  59. _currentProgram = null,
  60. _currentFramebuffer = null,
  61. _currentMaterialId = - 1,
  62. _currentGeometryProgram = '',
  63. _currentCamera = null,
  64. _usedTextureUnits = 0,
  65. _viewportX = 0,
  66. _viewportY = 0,
  67. _viewportWidth = _canvas.width,
  68. _viewportHeight = _canvas.height,
  69. _currentWidth = 0,
  70. _currentHeight = 0,
  71. // frustum
  72. _frustum = new THREE.Frustum(),
  73. // camera matrices cache
  74. _projScreenMatrix = new THREE.Matrix4(),
  75. _vector3 = new THREE.Vector3(),
  76. // light arrays cache
  77. _direction = new THREE.Vector3(),
  78. _lightsNeedUpdate = true,
  79. _lights = {
  80. ambient: [ 0, 0, 0 ],
  81. directional: { length: 0, colors:[], positions: [] },
  82. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  83. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  84. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  85. },
  86. _infoMemory = {
  87. programs: 0,
  88. geometries: 0,
  89. textures: 0
  90. },
  91. _infoRender = {
  92. calls: 0,
  93. vertices: 0,
  94. faces: 0,
  95. points: 0
  96. };
  97. this.info.render = _infoRender;
  98. this.info.memory = _infoMemory;
  99. this.info.programs = _programs;
  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', function ( event ) {
  120. event.preventDefault();
  121. resetGLState();
  122. setDefaultGLState();
  123. objects.clear();
  124. properties.clear();
  125. }, false );
  126. } catch ( error ) {
  127. console.error( 'THREE.WebGLRenderer: ' + error );
  128. }
  129. var state = new THREE.WebGLState( _gl, paramThreeToGL );
  130. if ( _gl.getShaderPrecisionFormat === undefined ) {
  131. _gl.getShaderPrecisionFormat = function () {
  132. return {
  133. 'rangeMin': 1,
  134. 'rangeMax': 1,
  135. 'precision': 1
  136. };
  137. }
  138. }
  139. var properties = new THREE.WebGLProperties();
  140. var objects = new THREE.WebGLObjects( _gl, properties, this.info );
  141. var extensions = new THREE.WebGLExtensions( _gl );
  142. extensions.get( 'OES_texture_float' );
  143. extensions.get( 'OES_texture_float_linear' );
  144. extensions.get( 'OES_texture_half_float' );
  145. extensions.get( 'OES_texture_half_float_linear' );
  146. extensions.get( 'OES_standard_derivatives' );
  147. extensions.get( 'ANGLE_instanced_arrays' );
  148. if ( extensions.get( 'OES_element_index_uint' ) ) {
  149. THREE.BufferGeometry.MaxIndex = 4294967296;
  150. }
  151. if ( _logarithmicDepthBuffer ) {
  152. extensions.get( 'EXT_frag_depth' );
  153. }
  154. //
  155. var glClearColor = function ( r, g, b, a ) {
  156. if ( _premultipliedAlpha === true ) {
  157. r *= a; g *= a; b *= a;
  158. }
  159. _gl.clearColor( r, g, b, a );
  160. };
  161. var setDefaultGLState = function () {
  162. state.init();
  163. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  164. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  165. };
  166. var resetGLState = function () {
  167. _currentProgram = null;
  168. _currentCamera = null;
  169. _currentGeometryProgram = '';
  170. _currentMaterialId = - 1;
  171. _lightsNeedUpdate = true;
  172. state.reset();
  173. };
  174. setDefaultGLState();
  175. this.context = _gl;
  176. this.extensions = extensions;
  177. this.state = state;
  178. // shadow map
  179. var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
  180. this.shadowMap = shadowMap;
  181. // GPU capabilities
  182. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  183. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  184. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  185. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  186. var _supportsVertexTextures = _maxVertexTextures > 0;
  187. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  188. var _supportsInstancedArrays = extensions.get( 'ANGLE_instanced_arrays' );
  189. //
  190. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  191. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  192. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  193. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  194. var getCompressedTextureFormats = ( function () {
  195. var array;
  196. return function () {
  197. if ( array !== undefined ) {
  198. return array;
  199. }
  200. array = [];
  201. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
  202. var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  203. for ( var i = 0; i < formats.length; i ++ ) {
  204. array.push( formats[ i ] );
  205. }
  206. }
  207. return array;
  208. };
  209. } )();
  210. // clamp precision to maximum available
  211. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  212. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  213. if ( _precision === 'highp' && ! highpAvailable ) {
  214. if ( mediumpAvailable ) {
  215. _precision = 'mediump';
  216. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  217. } else {
  218. _precision = 'lowp';
  219. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  220. }
  221. }
  222. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  223. _precision = 'lowp';
  224. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  225. }
  226. // Plugins
  227. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  228. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  229. // API
  230. this.getContext = function () {
  231. return _gl;
  232. };
  233. this.forceContextLoss = function () {
  234. extensions.get( 'WEBGL_lose_context' ).loseContext();
  235. };
  236. this.supportsVertexTextures = function () {
  237. return _supportsVertexTextures;
  238. };
  239. this.supportsInstancedArrays = function () {
  240. return _supportsInstancedArrays;
  241. };
  242. this.supportsFloatTextures = function () {
  243. return extensions.get( 'OES_texture_float' );
  244. };
  245. this.supportsHalfFloatTextures = function () {
  246. return extensions.get( 'OES_texture_half_float' );
  247. };
  248. this.supportsStandardDerivatives = function () {
  249. return extensions.get( 'OES_standard_derivatives' );
  250. };
  251. this.supportsCompressedTextureS3TC = function () {
  252. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  253. };
  254. this.supportsCompressedTexturePVRTC = function () {
  255. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  256. };
  257. this.supportsBlendMinMax = function () {
  258. return extensions.get( 'EXT_blend_minmax' );
  259. };
  260. this.getMaxAnisotropy = ( function () {
  261. var value;
  262. return function () {
  263. if ( value !== undefined ) return value;
  264. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  265. if ( extension !== null ) {
  266. value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  267. } else {
  268. value = 0;
  269. }
  270. return value;
  271. }
  272. } )();
  273. this.getPrecision = function () {
  274. return _precision;
  275. };
  276. this.getPixelRatio = function () {
  277. return pixelRatio;
  278. };
  279. this.setPixelRatio = function ( value ) {
  280. if ( value !== undefined ) pixelRatio = value;
  281. };
  282. this.getSize = function () {
  283. return {
  284. width: _width,
  285. height: _height
  286. };
  287. };
  288. this.setSize = function ( width, height, updateStyle ) {
  289. _width = width;
  290. _height = height;
  291. _canvas.width = width * pixelRatio;
  292. _canvas.height = height * pixelRatio;
  293. if ( updateStyle !== false ) {
  294. _canvas.style.width = width + 'px';
  295. _canvas.style.height = height + 'px';
  296. }
  297. this.setViewport( 0, 0, width, height );
  298. };
  299. this.setViewport = function ( x, y, width, height ) {
  300. _viewportX = x * pixelRatio;
  301. _viewportY = y * pixelRatio;
  302. _viewportWidth = width * pixelRatio;
  303. _viewportHeight = height * pixelRatio;
  304. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  305. };
  306. this.setScissor = function ( x, y, width, height ) {
  307. _gl.scissor(
  308. x * pixelRatio,
  309. y * pixelRatio,
  310. width * pixelRatio,
  311. height * pixelRatio
  312. );
  313. };
  314. this.enableScissorTest = function ( enable ) {
  315. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  316. };
  317. // Clearing
  318. this.getClearColor = function () {
  319. return _clearColor;
  320. };
  321. this.setClearColor = function ( color, alpha ) {
  322. _clearColor.set( color );
  323. _clearAlpha = alpha !== undefined ? alpha : 1;
  324. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  325. };
  326. this.getClearAlpha = function () {
  327. return _clearAlpha;
  328. };
  329. this.setClearAlpha = function ( alpha ) {
  330. _clearAlpha = alpha;
  331. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  332. };
  333. this.clear = function ( color, depth, stencil ) {
  334. var bits = 0;
  335. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  336. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  337. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  338. _gl.clear( bits );
  339. };
  340. this.clearColor = function () {
  341. _gl.clear( _gl.COLOR_BUFFER_BIT );
  342. };
  343. this.clearDepth = function () {
  344. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  345. };
  346. this.clearStencil = function () {
  347. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  348. };
  349. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  350. this.setRenderTarget( renderTarget );
  351. this.clear( color, depth, stencil );
  352. };
  353. // Reset
  354. this.resetGLState = resetGLState;
  355. // Events
  356. var onTextureDispose = function ( event ) {
  357. var texture = event.target;
  358. texture.removeEventListener( 'dispose', onTextureDispose );
  359. deallocateTexture( texture );
  360. _infoMemory.textures --;
  361. };
  362. var onRenderTargetDispose = function ( event ) {
  363. var renderTarget = event.target;
  364. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  365. deallocateRenderTarget( renderTarget );
  366. _infoMemory.textures --;
  367. };
  368. var onMaterialDispose = function ( event ) {
  369. var material = event.target;
  370. material.removeEventListener( 'dispose', onMaterialDispose );
  371. deallocateMaterial( material );
  372. };
  373. // Buffer deallocation
  374. var deallocateTexture = function ( texture ) {
  375. var textureProperties = properties.get( texture );
  376. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  377. // cube texture
  378. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  379. } else {
  380. // 2D texture
  381. if ( textureProperties.__webglInit === undefined ) return;
  382. _gl.deleteTexture( textureProperties.__webglTexture );
  383. }
  384. // remove all webgl properties
  385. properties.delete( texture );
  386. };
  387. var deallocateRenderTarget = function ( renderTarget ) {
  388. var renderTargetProperties = properties.get( renderTarget );
  389. if ( ! renderTarget || renderTargetProperties.__webglTexture === undefined ) return;
  390. _gl.deleteTexture( renderTargetProperties.__webglTexture );
  391. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  392. for ( var i = 0; i < 6; i ++ ) {
  393. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  394. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
  395. }
  396. } else {
  397. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  398. _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
  399. }
  400. properties.delete( renderTargetProperties );
  401. };
  402. var deallocateMaterial = function ( material ) {
  403. var program = properties.get( material ).program.program;
  404. if ( program === undefined ) return;
  405. material.program = undefined;
  406. // only deallocate GL program if this was the last use of shared program
  407. // assumed there is only single copy of any program in the _programs list
  408. // (that's how it's constructed)
  409. var i, il, programInfo;
  410. var deleteProgram = false;
  411. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  412. programInfo = _programs[ i ];
  413. if ( programInfo.program === program ) {
  414. programInfo.usedTimes --;
  415. if ( programInfo.usedTimes === 0 ) {
  416. deleteProgram = true;
  417. }
  418. break;
  419. }
  420. }
  421. if ( deleteProgram === true ) {
  422. // avoid using array.splice, instead replace with last and pop
  423. _programs[ i ] = _programs[ il - 1 ];
  424. _programs.pop();
  425. _gl.deleteProgram( program );
  426. _infoMemory.programs --;
  427. }
  428. properties.delete( material );
  429. };
  430. // Buffer rendering
  431. this.renderBufferImmediate = function ( object, program, material ) {
  432. state.initAttributes();
  433. var objectProperties = properties.get( object );
  434. if ( object.hasPositions && ! objectProperties.__webglVertexBuffer ) objectProperties.__webglVertexBuffer = _gl.createBuffer();
  435. if ( object.hasNormals && ! objectProperties.__webglNormalBuffer ) objectProperties.__webglNormalBuffer = _gl.createBuffer();
  436. if ( object.hasUvs && ! objectProperties.__webglUvBuffer ) objectProperties.__webglUvBuffer = _gl.createBuffer();
  437. if ( object.hasColors && ! objectProperties.__webglColorBuffer ) objectProperties.__webglColorBuffer = _gl.createBuffer();
  438. var attributes = program.getAttributes();
  439. if ( object.hasPositions ) {
  440. _gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglVertexBuffer );
  441. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  442. state.enableAttribute( attributes.position );
  443. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  444. }
  445. if ( object.hasNormals ) {
  446. _gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglNormalBuffer );
  447. if ( material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading ) {
  448. var nx, ny, nz,
  449. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  450. normalArray,
  451. i, il = object.count * 3;
  452. for ( i = 0; i < il; i += 9 ) {
  453. normalArray = object.normalArray;
  454. nax = normalArray[ i ];
  455. nay = normalArray[ i + 1 ];
  456. naz = normalArray[ i + 2 ];
  457. nbx = normalArray[ i + 3 ];
  458. nby = normalArray[ i + 4 ];
  459. nbz = normalArray[ i + 5 ];
  460. ncx = normalArray[ i + 6 ];
  461. ncy = normalArray[ i + 7 ];
  462. ncz = normalArray[ i + 8 ];
  463. nx = ( nax + nbx + ncx ) / 3;
  464. ny = ( nay + nby + ncy ) / 3;
  465. nz = ( naz + nbz + ncz ) / 3;
  466. normalArray[ i ] = nx;
  467. normalArray[ i + 1 ] = ny;
  468. normalArray[ i + 2 ] = nz;
  469. normalArray[ i + 3 ] = nx;
  470. normalArray[ i + 4 ] = ny;
  471. normalArray[ i + 5 ] = nz;
  472. normalArray[ i + 6 ] = nx;
  473. normalArray[ i + 7 ] = ny;
  474. normalArray[ i + 8 ] = nz;
  475. }
  476. }
  477. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  478. state.enableAttribute( attributes.normal );
  479. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  480. }
  481. if ( object.hasUvs && material.map ) {
  482. _gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglUvBuffer );
  483. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  484. state.enableAttribute( attributes.uv );
  485. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  486. }
  487. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  488. _gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglColorBuffer );
  489. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  490. state.enableAttribute( attributes.color );
  491. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  492. }
  493. state.disableUnusedAttributes();
  494. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  495. object.count = 0;
  496. };
  497. function setupVertexAttributes( material, program, geometry, startIndex ) {
  498. var extension;
  499. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  500. extension = extensions.get( 'ANGLE_instanced_arrays' );
  501. if ( extension === null ) {
  502. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  503. return;
  504. }
  505. }
  506. var geometryAttributes = geometry.attributes;
  507. var programAttributes = program.getAttributes();
  508. var materialDefaultAttributeValues = material.defaultAttributeValues;
  509. for ( var name in programAttributes ) {
  510. var programAttribute = programAttributes[ name ];
  511. if ( programAttribute >= 0 ) {
  512. var geometryAttribute = geometryAttributes[ name ];
  513. if ( geometryAttribute !== undefined ) {
  514. var size = geometryAttribute.itemSize;
  515. state.enableAttribute( programAttribute );
  516. var buffer = objects.getAttributeBuffer(geometryAttribute);
  517. if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
  518. var data = geometryAttribute.data;
  519. var stride = data.stride;
  520. var offset = geometryAttribute.offset;
  521. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  522. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
  523. if ( data instanceof THREE.InstancedInterleavedBuffer ) {
  524. if ( extension === null ) {
  525. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  526. return;
  527. }
  528. extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
  529. if ( geometry.maxInstancedCount === undefined ) {
  530. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  531. }
  532. }
  533. } else {
  534. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  535. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  536. if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
  537. if ( extension === null ) {
  538. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
  539. return;
  540. }
  541. extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
  542. if ( geometry.maxInstancedCount === undefined ) {
  543. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  544. }
  545. }
  546. }
  547. } else if ( materialDefaultAttributeValues !== undefined ) {
  548. var value = materialDefaultAttributeValues[ name ];
  549. if ( value !== undefined ) {
  550. switch ( value.length ) {
  551. case 2:
  552. _gl.vertexAttrib2fv( programAttribute, value );
  553. break;
  554. case 3:
  555. _gl.vertexAttrib3fv( programAttribute, value );
  556. break;
  557. case 4:
  558. _gl.vertexAttrib4fv( programAttribute, value );
  559. break;
  560. default:
  561. _gl.vertexAttrib1fv( programAttribute, value );
  562. }
  563. }
  564. }
  565. }
  566. }
  567. state.disableUnusedAttributes();
  568. }
  569. this.renderBufferDirect = function ( camera, lights, fog, material, object ) {
  570. if ( material.visible === false ) return;
  571. setMaterial( material );
  572. var geometry = objects.geometries.get( object );
  573. var program = setProgram( camera, lights, fog, material, object );
  574. var updateBuffers = false,
  575. wireframeBit = material.wireframe ? 1 : 0,
  576. geometryProgram = geometry.id + '_' + program.id + '_' + wireframeBit;
  577. if ( geometryProgram !== _currentGeometryProgram ) {
  578. _currentGeometryProgram = geometryProgram;
  579. updateBuffers = true;
  580. }
  581. if ( updateBuffers ) {
  582. state.initAttributes();
  583. }
  584. if ( object instanceof THREE.Mesh ) {
  585. renderMesh( material, geometry, object, program, updateBuffers );
  586. } else if ( object instanceof THREE.Line ) {
  587. renderLine( material, geometry, object, program, updateBuffers );
  588. } else if ( object instanceof THREE.PointCloud ) {
  589. renderPointCloud( material, geometry, object, program, updateBuffers );
  590. }
  591. };
  592. function renderMesh( material, geometry, object, program, updateBuffers ) {
  593. var mode = _gl.TRIANGLES;
  594. if ( material.wireframe === true ) {
  595. mode = _gl.LINES;
  596. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  597. }
  598. var index = geometry.attributes.index;
  599. if ( index ) {
  600. // indexed triangles
  601. var type, size;
  602. var indexBuffer = objects.getAttributeBuffer(index);
  603. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  604. type = _gl.UNSIGNED_INT;
  605. size = 4;
  606. } else {
  607. type = _gl.UNSIGNED_SHORT;
  608. size = 2;
  609. }
  610. var offsets = geometry.offsets;
  611. if ( offsets.length === 0 ) {
  612. if ( updateBuffers ) {
  613. setupVertexAttributes( material, program, geometry, 0 );
  614. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  615. }
  616. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  617. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  618. if ( extension === null ) {
  619. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  620. return;
  621. }
  622. extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
  623. } else {
  624. _gl.drawElements( mode, index.array.length, type, 0 );
  625. }
  626. _infoRender.calls ++;
  627. _infoRender.vertices += index.array.length; // not really true, here vertices can be shared
  628. _infoRender.faces += index.array.length / 3;
  629. } else {
  630. // if there is more than 1 chunk
  631. // must set attribute pointers to use new offsets for each chunk
  632. // even if geometry and materials didn't change
  633. updateBuffers = true;
  634. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  635. var startIndex = offsets[ i ].index;
  636. if ( updateBuffers ) {
  637. setupVertexAttributes( material, program, geometry, startIndex );
  638. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  639. }
  640. // render indexed triangles
  641. if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[i].instances > 0 ) {
  642. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  643. if ( extension === null ) {
  644. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  645. return;
  646. }
  647. extension.drawElementsInstancedANGLE( mode, offsets[i].count, type, offsets[i].start * size, offsets[i].count, type, offsets[i].instances ); // Draw the instanced meshes
  648. } else {
  649. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  650. }
  651. _infoRender.calls ++;
  652. _infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  653. _infoRender.faces += offsets[ i ].count / 3;
  654. }
  655. }
  656. } else {
  657. // non-indexed triangles
  658. var offsets = geometry.offsets;
  659. if ( offsets.length === 0 ) {
  660. if ( updateBuffers ) {
  661. setupVertexAttributes( material, program, geometry, 0 );
  662. }
  663. var position = geometry.attributes.position;
  664. // render non-indexed triangles
  665. if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
  666. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  667. if ( extension === null ) {
  668. console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  669. return;
  670. }
  671. if ( position instanceof THREE.InterleavedBufferAttribute ) {
  672. extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount ); // Draw the instanced meshes
  673. } else {
  674. extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount ); // Draw the instanced meshes
  675. }
  676. } else {
  677. if ( position instanceof THREE.InterleavedBufferAttribute ) {
  678. _gl.drawArrays( mode, 0, position.data.count );
  679. } else {
  680. _gl.drawArrays( mode, 0, position.count );
  681. }
  682. }
  683. _infoRender.calls++;
  684. _infoRender.vertices += position.count;
  685. _infoRender.faces += position.array.length / 3;
  686. } else {
  687. // if there is more than 1 chunk
  688. // must set attribute pointers to use new offsets for each chunk
  689. // even if geometry and materials didn't change
  690. if ( updateBuffers ) {
  691. setupVertexAttributes( material, program, geometry, 0 );
  692. }
  693. for ( var i = 0, il = offsets.length; i < il; i++ ) {
  694. // render non-indexed triangles
  695. if ( geometry instanceof THREE.InstancedBufferGeometry ) {
  696. console.error( 'THREE.WebGLRenderer.renderMesh: cannot use drawCalls with THREE.InstancedBufferGeometry.' );
  697. return;
  698. } else {
  699. _gl.drawArrays( mode, offsets[ i ].start, offsets[ i ].count );
  700. }
  701. _infoRender.calls++;
  702. _infoRender.vertices += offsets[ i ].count;
  703. _infoRender.faces += ( offsets[ i ].count ) / 3;
  704. }
  705. }
  706. }
  707. }
  708. function renderLine( material, geometry, object, program, updateBuffers ) {
  709. var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
  710. // In case user is not using Line*Material by mistake
  711. var lineWidth = material.linewidth !== undefined ? material.linewidth : 1;
  712. state.setLineWidth( lineWidth * pixelRatio );
  713. var index = geometry.attributes.index;
  714. if ( index ) {
  715. // indexed lines
  716. var type, size;
  717. var indexBuffer = objects.getAttributeBuffer(index);
  718. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  719. type = _gl.UNSIGNED_INT;
  720. size = 4;
  721. } else {
  722. type = _gl.UNSIGNED_SHORT;
  723. size = 2;
  724. }
  725. var offsets = geometry.offsets;
  726. if ( offsets.length === 0 ) {
  727. if ( updateBuffers ) {
  728. setupVertexAttributes( material, program, geometry, 0 );
  729. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  730. }
  731. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  732. _infoRender.calls ++;
  733. _infoRender.vertices += index.array.length; // not really true, here vertices can be shared
  734. } else {
  735. // if there is more than 1 chunk
  736. // must set attribute pointers to use new offsets for each chunk
  737. // even if geometry and materials didn't change
  738. if ( offsets.length > 1 ) updateBuffers = true;
  739. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  740. var startIndex = offsets[ i ].index;
  741. if ( updateBuffers ) {
  742. setupVertexAttributes( material, program, geometry, startIndex );
  743. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  744. }
  745. // render indexed lines
  746. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  747. _infoRender.calls ++;
  748. _infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  749. }
  750. }
  751. } else {
  752. // non-indexed lines
  753. if ( updateBuffers ) {
  754. setupVertexAttributes( material, program, geometry, 0 );
  755. }
  756. var position = geometry.attributes.position;
  757. var offsets = geometry.offsets;
  758. if ( offsets.length === 0 ) {
  759. _gl.drawArrays( mode, 0, position.array.length / 3 );
  760. _infoRender.calls ++;
  761. _infoRender.vertices += position.array.length / 3;
  762. } else {
  763. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  764. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  765. _infoRender.calls ++;
  766. _infoRender.vertices += offsets[ i ].count;
  767. }
  768. }
  769. }
  770. }
  771. function renderPointCloud( material, geometry, object, program, updateBuffers ) {
  772. var mode = _gl.POINTS;
  773. var index = geometry.attributes.index;
  774. if ( index ) {
  775. // indexed points
  776. var type, size;
  777. var indexBuffer = objects.getAttributeBuffer( index );
  778. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  779. type = _gl.UNSIGNED_INT;
  780. size = 4;
  781. } else {
  782. type = _gl.UNSIGNED_SHORT;
  783. size = 2;
  784. }
  785. var offsets = geometry.offsets;
  786. if ( offsets.length === 0 ) {
  787. if ( updateBuffers ) {
  788. setupVertexAttributes( material, program, geometry, 0 );
  789. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  790. }
  791. _gl.drawElements( mode, index.array.length, type, 0);
  792. _infoRender.calls ++;
  793. _infoRender.points += index.array.length;
  794. } else {
  795. // if there is more than 1 chunk
  796. // must set attribute pointers to use new offsets for each chunk
  797. // even if geometry and materials didn't change
  798. if ( offsets.length > 1 ) updateBuffers = true;
  799. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  800. var startIndex = offsets[ i ].index;
  801. if ( updateBuffers ) {
  802. setupVertexAttributes( material, program, geometry, startIndex );
  803. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
  804. }
  805. // render indexed points
  806. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  807. _infoRender.calls ++;
  808. _infoRender.points += offsets[ i ].count;
  809. }
  810. }
  811. } else {
  812. // non-indexed points
  813. if ( updateBuffers ) {
  814. setupVertexAttributes( material, program, geometry, 0 );
  815. }
  816. var position = geometry.attributes.position;
  817. var offsets = geometry.offsets;
  818. if ( offsets.length === 0 ) {
  819. _gl.drawArrays( mode, 0, position.array.length / 3 );
  820. _infoRender.calls ++;
  821. _infoRender.points += position.array.length / 3;
  822. } else {
  823. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  824. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  825. _infoRender.calls ++;
  826. _infoRender.points += offsets[ i ].count;
  827. }
  828. }
  829. }
  830. }
  831. // Sorting
  832. function painterSortStable ( a, b ) {
  833. if ( a.object.renderOrder !== b.object.renderOrder ) {
  834. return a.object.renderOrder - b.object.renderOrder;
  835. } else if ( a.object.material.id !== b.object.material.id ) {
  836. return a.object.material.id - b.object.material.id;
  837. } else if ( a.z !== b.z ) {
  838. return a.z - b.z;
  839. } else {
  840. return a.id - b.id;
  841. }
  842. }
  843. function reversePainterSortStable ( a, b ) {
  844. if ( a.object.renderOrder !== b.object.renderOrder ) {
  845. return a.object.renderOrder - b.object.renderOrder;
  846. } if ( a.z !== b.z ) {
  847. return b.z - a.z;
  848. } else {
  849. return a.id - b.id;
  850. }
  851. }
  852. // Rendering
  853. this.render = function ( scene, camera, renderTarget, forceClear ) {
  854. if ( camera instanceof THREE.Camera === false ) {
  855. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  856. return;
  857. }
  858. var fog = scene.fog;
  859. // reset caching for this frame
  860. _currentGeometryProgram = '';
  861. _currentMaterialId = - 1;
  862. _currentCamera = null;
  863. _lightsNeedUpdate = true;
  864. // update scene graph
  865. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  866. // update camera matrices and frustum
  867. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  868. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  869. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  870. _frustum.setFromMatrix( _projScreenMatrix );
  871. lights.length = 0;
  872. opaqueObjects.length = 0;
  873. transparentObjects.length = 0;
  874. sprites.length = 0;
  875. lensFlares.length = 0;
  876. projectObject( scene );
  877. if ( _this.sortObjects === true ) {
  878. opaqueObjects.sort( painterSortStable );
  879. transparentObjects.sort( reversePainterSortStable );
  880. }
  881. objects.update( opaqueObjects );
  882. objects.update( transparentObjects );
  883. //
  884. shadowMap.render( scene, camera );
  885. //
  886. _infoRender.calls = 0;
  887. _infoRender.vertices = 0;
  888. _infoRender.faces = 0;
  889. _infoRender.points = 0;
  890. this.setRenderTarget( renderTarget );
  891. if ( this.autoClear || forceClear ) {
  892. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  893. }
  894. // set matrices for immediate objects
  895. for ( var i = 0, il = objects.objectsImmediate.length; i < il; i ++ ) {
  896. var webglObject = objects.objectsImmediate[ i ];
  897. var object = webglObject.object;
  898. if ( object.visible === true ) {
  899. setupMatrices( object, camera );
  900. var material = object.material;
  901. if ( material.transparent ) {
  902. webglObject.transparent = material;
  903. webglObject.opaque = null;
  904. } else {
  905. webglObject.opaque = material;
  906. webglObject.transparent = null;
  907. }
  908. }
  909. }
  910. if ( scene.overrideMaterial ) {
  911. var overrideMaterial = scene.overrideMaterial;
  912. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  913. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  914. renderObjectsImmediate( objects.objectsImmediate, '', camera, lights, fog, overrideMaterial );
  915. } else {
  916. // opaque pass (front-to-back order)
  917. state.setBlending( THREE.NoBlending );
  918. renderObjects( opaqueObjects, camera, lights, fog, null );
  919. renderObjectsImmediate( objects.objectsImmediate, 'opaque', camera, lights, fog, null );
  920. // transparent pass (back-to-front order)
  921. renderObjects( transparentObjects, camera, lights, fog, null );
  922. renderObjectsImmediate( objects.objectsImmediate, 'transparent', camera, lights, fog, null );
  923. }
  924. // custom render plugins (post pass)
  925. spritePlugin.render( scene, camera );
  926. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  927. // Generate mipmap if we're using any kind of mipmap filtering
  928. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  929. updateRenderTargetMipmap( renderTarget );
  930. }
  931. // Ensure depth buffer writing is enabled so it can be cleared on next render
  932. state.setDepthTest( true );
  933. state.setDepthWrite( true );
  934. state.setColorWrite( true );
  935. // _gl.finish();
  936. };
  937. function projectObject( object ) {
  938. if ( object.visible === true ) {
  939. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  940. // skip
  941. } else {
  942. // update Skeleton objects
  943. if ( object instanceof THREE.SkinnedMesh ) {
  944. object.skeleton.update();
  945. }
  946. objects.init( object );
  947. if ( object instanceof THREE.Light ) {
  948. lights.push( object );
  949. } else if ( object instanceof THREE.Sprite ) {
  950. sprites.push( object );
  951. } else if ( object instanceof THREE.LensFlare ) {
  952. lensFlares.push( object );
  953. } else {
  954. var webglObject = objects.objects[ object.id ];
  955. if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  956. var material = object.material;
  957. if ( properties.get( material ) ) {
  958. material.program = properties.get( material ).program;
  959. }
  960. if ( material.transparent ) {
  961. transparentObjects.push( webglObject );
  962. } else {
  963. opaqueObjects.push( webglObject );
  964. }
  965. if ( _this.sortObjects === true ) {
  966. _vector3.setFromMatrixPosition( object.matrixWorld );
  967. _vector3.applyProjection( _projScreenMatrix );
  968. webglObject.z = _vector3.z;
  969. }
  970. }
  971. }
  972. }
  973. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  974. projectObject( object.children[ i ] );
  975. }
  976. }
  977. }
  978. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  979. var material = overrideMaterial;
  980. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  981. var webglObject = renderList[ i ];
  982. var object = webglObject.object;
  983. setupMatrices( object, camera );
  984. if ( overrideMaterial === null ) material = object.material;
  985. if ( material instanceof THREE.MeshFaceMaterial ) {
  986. var materials = material.materials;
  987. for ( var j = 0, jl = materials.length; j < jl; j ++ ) {
  988. _this.renderBufferDirect( camera, lights, fog, materials[ j ], object );
  989. }
  990. continue;
  991. }
  992. _this.renderBufferDirect( camera, lights, fog, material, object );
  993. }
  994. }
  995. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
  996. var material = overrideMaterial;
  997. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  998. var webglObject = renderList[ i ];
  999. var object = webglObject.object;
  1000. if ( object.visible === true ) {
  1001. if ( overrideMaterial === null ) material = webglObject[ materialType ];
  1002. _this.renderImmediateObject( camera, lights, fog, material, object );
  1003. }
  1004. }
  1005. }
  1006. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  1007. setMaterial( material );
  1008. var program = setProgram( camera, lights, fog, material, object );
  1009. _currentGeometryProgram = '';
  1010. if ( object.immediateRenderCallback ) {
  1011. object.immediateRenderCallback( program, _gl, _frustum );
  1012. } else {
  1013. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  1014. }
  1015. };
  1016. // Materials
  1017. var shaderIDs = {
  1018. MeshDepthMaterial: 'depth',
  1019. MeshNormalMaterial: 'normal',
  1020. MeshBasicMaterial: 'basic',
  1021. MeshLambertMaterial: 'lambert',
  1022. MeshPhongMaterial: 'phong',
  1023. LineBasicMaterial: 'basic',
  1024. LineDashedMaterial: 'dashed',
  1025. PointCloudMaterial: 'particle_basic'
  1026. };
  1027. function initMaterial( material, lights, fog, object ) {
  1028. var materialProperties = properties.get( material );
  1029. var shaderID = shaderIDs[ material.type ];
  1030. // heuristics to create shader parameters according to lights in the scene
  1031. // (not to blow over maxLights budget)
  1032. var maxLightCount = allocateLights( lights );
  1033. var maxShadows = allocateShadows( lights );
  1034. var maxBones = allocateBones( object );
  1035. var parameters = {
  1036. precision: _precision,
  1037. supportsVertexTextures: _supportsVertexTextures,
  1038. map: !! material.map,
  1039. envMap: !! material.envMap,
  1040. envMapMode: material.envMap && material.envMap.mapping,
  1041. lightMap: !! material.lightMap,
  1042. aoMap: !! material.aoMap,
  1043. emissiveMap: !! material.emissiveMap,
  1044. bumpMap: !! material.bumpMap,
  1045. normalMap: !! material.normalMap,
  1046. specularMap: !! material.specularMap,
  1047. alphaMap: !! material.alphaMap,
  1048. combine: material.combine,
  1049. vertexColors: material.vertexColors,
  1050. fog: fog,
  1051. useFog: material.fog,
  1052. fogExp: fog instanceof THREE.FogExp2,
  1053. flatShading: material.shading === THREE.FlatShading,
  1054. sizeAttenuation: material.sizeAttenuation,
  1055. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  1056. skinning: material.skinning,
  1057. maxBones: maxBones,
  1058. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  1059. morphTargets: material.morphTargets,
  1060. morphNormals: material.morphNormals,
  1061. maxMorphTargets: _this.maxMorphTargets,
  1062. maxMorphNormals: _this.maxMorphNormals,
  1063. maxDirLights: maxLightCount.directional,
  1064. maxPointLights: maxLightCount.point,
  1065. maxSpotLights: maxLightCount.spot,
  1066. maxHemiLights: maxLightCount.hemi,
  1067. maxShadows: maxShadows,
  1068. shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
  1069. shadowMapType: shadowMap.type,
  1070. shadowMapDebug: shadowMap.debug,
  1071. shadowMapCascade: shadowMap.cascade,
  1072. alphaTest: material.alphaTest,
  1073. metal: material.metal,
  1074. doubleSided: material.side === THREE.DoubleSide,
  1075. flipSided: material.side === THREE.BackSide
  1076. };
  1077. // Generate code
  1078. var chunks = [];
  1079. if ( shaderID ) {
  1080. chunks.push( shaderID );
  1081. } else {
  1082. chunks.push( material.fragmentShader );
  1083. chunks.push( material.vertexShader );
  1084. }
  1085. if ( material.defines !== undefined ) {
  1086. for ( var name in material.defines ) {
  1087. chunks.push( name );
  1088. chunks.push( material.defines[ name ] );
  1089. }
  1090. }
  1091. for ( var name in parameters ) {
  1092. chunks.push( name );
  1093. chunks.push( parameters[ name ] );
  1094. }
  1095. var code = chunks.join();
  1096. var programChange = true;
  1097. if ( !materialProperties.program ) {
  1098. // new material
  1099. material.addEventListener( 'dispose', onMaterialDispose );
  1100. } else if ( materialProperties.program.code !== code ) {
  1101. // changed glsl or parameters
  1102. deallocateMaterial( material );
  1103. } else if ( shaderID !== undefined ) {
  1104. // same glsl and uniform list
  1105. return;
  1106. } else if ( materialProperties.__webglShader.uniforms === material.uniforms ) {
  1107. // same uniforms (container object)
  1108. return;
  1109. } else {
  1110. // only rebuild uniform list
  1111. programChange = false;
  1112. }
  1113. if ( shaderID ) {
  1114. var shader = THREE.ShaderLib[ shaderID ];
  1115. materialProperties.__webglShader = {
  1116. name: material.type,
  1117. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  1118. vertexShader: shader.vertexShader,
  1119. fragmentShader: shader.fragmentShader
  1120. }
  1121. } else {
  1122. materialProperties.__webglShader = {
  1123. name: material.type,
  1124. uniforms: material.uniforms,
  1125. vertexShader: material.vertexShader,
  1126. fragmentShader: material.fragmentShader
  1127. }
  1128. }
  1129. var program;
  1130. // Check if code has been already compiled
  1131. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  1132. var programInfo = _programs[ p ];
  1133. if ( programInfo.code === code ) {
  1134. program = programInfo;
  1135. if ( programChange ) {
  1136. program.usedTimes ++;
  1137. }
  1138. break;
  1139. }
  1140. }
  1141. if ( program === undefined ) {
  1142. material.__webglShader = materialProperties.__webglShader;
  1143. program = new THREE.WebGLProgram( _this, code, material, parameters );
  1144. _programs.push( program );
  1145. _infoMemory.programs = _programs.length;
  1146. }
  1147. materialProperties.program = program;
  1148. var attributes = program.getAttributes();
  1149. if ( material.morphTargets ) {
  1150. material.numSupportedMorphTargets = 0;
  1151. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  1152. if ( attributes[ 'morphTarget' + i ] >= 0 ) {
  1153. material.numSupportedMorphTargets ++;
  1154. }
  1155. }
  1156. }
  1157. if ( material.morphNormals ) {
  1158. material.numSupportedMorphNormals = 0;
  1159. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  1160. if ( attributes[ 'morphNormal' + i ] >= 0 ) {
  1161. material.numSupportedMorphNormals ++;
  1162. }
  1163. }
  1164. }
  1165. materialProperties.uniformsList = [];
  1166. var uniformLocations = materialProperties.program.getUniforms();
  1167. for ( var u in materialProperties.__webglShader.uniforms ) {
  1168. var location = uniformLocations[ u ];
  1169. if ( location ) {
  1170. materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
  1171. }
  1172. }
  1173. }
  1174. function setMaterial( material ) {
  1175. setMaterialFaces( material );
  1176. if ( material.transparent === true ) {
  1177. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  1178. } else {
  1179. state.setBlending( THREE.NoBlending );
  1180. }
  1181. state.setDepthFunc( material.depthFunc );
  1182. state.setDepthTest( material.depthTest );
  1183. state.setDepthWrite( material.depthWrite );
  1184. state.setColorWrite( material.colorWrite );
  1185. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1186. }
  1187. function setMaterialFaces( material ) {
  1188. material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
  1189. state.setFlipSided( material.side === THREE.BackSide );
  1190. }
  1191. function setProgram( camera, lights, fog, material, object ) {
  1192. _usedTextureUnits = 0;
  1193. var materialProperties = properties.get( material );
  1194. if ( material.needsUpdate || ! materialProperties.program ) {
  1195. initMaterial( material, lights, fog, object );
  1196. material.needsUpdate = false;
  1197. }
  1198. var refreshProgram = false;
  1199. var refreshMaterial = false;
  1200. var refreshLights = false;
  1201. var program = materialProperties.program,
  1202. p_uniforms = program.getUniforms(),
  1203. m_uniforms = materialProperties.__webglShader.uniforms;
  1204. if ( program.id !== _currentProgram ) {
  1205. _gl.useProgram( program.program );
  1206. _currentProgram = program.id;
  1207. refreshProgram = true;
  1208. refreshMaterial = true;
  1209. refreshLights = true;
  1210. }
  1211. if ( material.id !== _currentMaterialId ) {
  1212. if ( _currentMaterialId === -1 ) refreshLights = true;
  1213. _currentMaterialId = material.id;
  1214. refreshMaterial = true;
  1215. }
  1216. if ( refreshProgram || camera !== _currentCamera ) {
  1217. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  1218. if ( _logarithmicDepthBuffer ) {
  1219. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  1220. }
  1221. if ( camera !== _currentCamera ) _currentCamera = camera;
  1222. // load material specific uniforms
  1223. // (shader material also gets them for the sake of genericity)
  1224. if ( material instanceof THREE.ShaderMaterial ||
  1225. material instanceof THREE.MeshPhongMaterial ||
  1226. material.envMap ) {
  1227. if ( p_uniforms.cameraPosition !== null ) {
  1228. _vector3.setFromMatrixPosition( camera.matrixWorld );
  1229. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  1230. }
  1231. }
  1232. if ( material instanceof THREE.MeshPhongMaterial ||
  1233. material instanceof THREE.MeshLambertMaterial ||
  1234. material instanceof THREE.MeshBasicMaterial ||
  1235. material instanceof THREE.ShaderMaterial ||
  1236. material.skinning ) {
  1237. if ( p_uniforms.viewMatrix !== null ) {
  1238. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  1239. }
  1240. }
  1241. }
  1242. // skinning uniforms must be set even if material didn't change
  1243. // auto-setting of texture unit for bone texture must go before other textures
  1244. // not sure why, but otherwise weird things happen
  1245. if ( material.skinning ) {
  1246. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  1247. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  1248. }
  1249. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  1250. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  1251. }
  1252. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  1253. if ( p_uniforms.boneTexture !== null ) {
  1254. var textureUnit = getTextureUnit();
  1255. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  1256. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  1257. }
  1258. if ( p_uniforms.boneTextureWidth !== null ) {
  1259. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  1260. }
  1261. if ( p_uniforms.boneTextureHeight !== null ) {
  1262. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  1263. }
  1264. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  1265. if ( p_uniforms.boneGlobalMatrices !== null ) {
  1266. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  1267. }
  1268. }
  1269. }
  1270. if ( refreshMaterial ) {
  1271. // refresh uniforms common to several materials
  1272. if ( fog && material.fog ) {
  1273. refreshUniformsFog( m_uniforms, fog );
  1274. }
  1275. if ( material instanceof THREE.MeshPhongMaterial ||
  1276. material instanceof THREE.MeshLambertMaterial ||
  1277. material.lights ) {
  1278. if ( _lightsNeedUpdate ) {
  1279. refreshLights = true;
  1280. setupLights( lights );
  1281. _lightsNeedUpdate = false;
  1282. }
  1283. if ( refreshLights ) {
  1284. refreshUniformsLights( m_uniforms, _lights );
  1285. markUniformsLightsNeedsUpdate( m_uniforms, true );
  1286. } else {
  1287. markUniformsLightsNeedsUpdate( m_uniforms, false );
  1288. }
  1289. }
  1290. if ( material instanceof THREE.MeshBasicMaterial ||
  1291. material instanceof THREE.MeshLambertMaterial ||
  1292. material instanceof THREE.MeshPhongMaterial ) {
  1293. refreshUniformsCommon( m_uniforms, material );
  1294. }
  1295. // refresh single material specific uniforms
  1296. if ( material instanceof THREE.LineBasicMaterial ) {
  1297. refreshUniformsLine( m_uniforms, material );
  1298. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1299. refreshUniformsLine( m_uniforms, material );
  1300. refreshUniformsDash( m_uniforms, material );
  1301. } else if ( material instanceof THREE.PointCloudMaterial ) {
  1302. refreshUniformsParticle( m_uniforms, material );
  1303. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1304. refreshUniformsPhong( m_uniforms, material );
  1305. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1306. refreshUniformsLambert( m_uniforms, material );
  1307. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1308. refreshUniformsBasic( m_uniforms, material );
  1309. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1310. m_uniforms.mNear.value = camera.near;
  1311. m_uniforms.mFar.value = camera.far;
  1312. m_uniforms.opacity.value = material.opacity;
  1313. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1314. m_uniforms.opacity.value = material.opacity;
  1315. }
  1316. if ( object.receiveShadow && ! material._shadowPass ) {
  1317. refreshUniformsShadow( m_uniforms, lights );
  1318. }
  1319. // load common uniforms
  1320. loadUniformsGeneric( materialProperties.uniformsList );
  1321. }
  1322. loadUniformsMatrices( p_uniforms, object );
  1323. if ( p_uniforms.modelMatrix !== null ) {
  1324. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1325. }
  1326. return program;
  1327. }
  1328. // Uniforms (refresh uniforms objects)
  1329. function refreshUniformsCommon ( uniforms, material ) {
  1330. uniforms.opacity.value = material.opacity;
  1331. uniforms.diffuse.value = material.color;
  1332. uniforms.map.value = material.map;
  1333. uniforms.specularMap.value = material.specularMap;
  1334. uniforms.alphaMap.value = material.alphaMap;
  1335. if ( material.bumpMap ) {
  1336. uniforms.bumpMap.value = material.bumpMap;
  1337. uniforms.bumpScale.value = material.bumpScale;
  1338. }
  1339. if ( material.normalMap ) {
  1340. uniforms.normalMap.value = material.normalMap;
  1341. uniforms.normalScale.value.copy( material.normalScale );
  1342. }
  1343. // uv repeat and offset setting priorities
  1344. // 1. color map
  1345. // 2. specular map
  1346. // 3. normal map
  1347. // 4. bump map
  1348. // 5. alpha map
  1349. // 6. emissive map
  1350. var uvScaleMap;
  1351. if ( material.map ) {
  1352. uvScaleMap = material.map;
  1353. } else if ( material.specularMap ) {
  1354. uvScaleMap = material.specularMap;
  1355. } else if ( material.normalMap ) {
  1356. uvScaleMap = material.normalMap;
  1357. } else if ( material.bumpMap ) {
  1358. uvScaleMap = material.bumpMap;
  1359. } else if ( material.alphaMap ) {
  1360. uvScaleMap = material.alphaMap;
  1361. } else if ( material.emissiveMap ) {
  1362. uvScaleMap = material.emissiveMap;
  1363. }
  1364. if ( uvScaleMap !== undefined ) {
  1365. var offset = uvScaleMap.offset;
  1366. var repeat = uvScaleMap.repeat;
  1367. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1368. }
  1369. uniforms.envMap.value = material.envMap;
  1370. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1371. uniforms.reflectivity.value = material.reflectivity;
  1372. uniforms.refractionRatio.value = material.refractionRatio;
  1373. }
  1374. function refreshUniformsLine ( uniforms, material ) {
  1375. uniforms.diffuse.value = material.color;
  1376. uniforms.opacity.value = material.opacity;
  1377. }
  1378. function refreshUniformsDash ( uniforms, material ) {
  1379. uniforms.dashSize.value = material.dashSize;
  1380. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1381. uniforms.scale.value = material.scale;
  1382. }
  1383. function refreshUniformsParticle ( uniforms, material ) {
  1384. uniforms.psColor.value = material.color;
  1385. uniforms.opacity.value = material.opacity;
  1386. uniforms.size.value = material.size;
  1387. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1388. uniforms.map.value = material.map;
  1389. if ( material.map !== null ) {
  1390. var offset = material.map.offset;
  1391. var repeat = material.map.repeat;
  1392. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1393. }
  1394. }
  1395. function refreshUniformsFog ( uniforms, fog ) {
  1396. uniforms.fogColor.value = fog.color;
  1397. if ( fog instanceof THREE.Fog ) {
  1398. uniforms.fogNear.value = fog.near;
  1399. uniforms.fogFar.value = fog.far;
  1400. } else if ( fog instanceof THREE.FogExp2 ) {
  1401. uniforms.fogDensity.value = fog.density;
  1402. }
  1403. }
  1404. function refreshUniformsPhong ( uniforms, material ) {
  1405. uniforms.shininess.value = material.shininess;
  1406. uniforms.emissive.value = material.emissive;
  1407. uniforms.specular.value = material.specular;
  1408. uniforms.lightMap.value = material.lightMap;
  1409. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1410. uniforms.aoMap.value = material.aoMap;
  1411. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1412. uniforms.emissiveMap.value = material.emissiveMap;
  1413. }
  1414. function refreshUniformsLambert ( uniforms, material ) {
  1415. uniforms.emissive.value = material.emissive;
  1416. }
  1417. function refreshUniformsBasic ( uniforms, material ) {
  1418. uniforms.aoMap.value = material.aoMap;
  1419. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1420. }
  1421. function refreshUniformsLights ( uniforms, lights ) {
  1422. uniforms.ambientLightColor.value = lights.ambient;
  1423. uniforms.directionalLightColor.value = lights.directional.colors;
  1424. uniforms.directionalLightDirection.value = lights.directional.positions;
  1425. uniforms.pointLightColor.value = lights.point.colors;
  1426. uniforms.pointLightPosition.value = lights.point.positions;
  1427. uniforms.pointLightDistance.value = lights.point.distances;
  1428. uniforms.pointLightDecay.value = lights.point.decays;
  1429. uniforms.spotLightColor.value = lights.spot.colors;
  1430. uniforms.spotLightPosition.value = lights.spot.positions;
  1431. uniforms.spotLightDistance.value = lights.spot.distances;
  1432. uniforms.spotLightDirection.value = lights.spot.directions;
  1433. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1434. uniforms.spotLightExponent.value = lights.spot.exponents;
  1435. uniforms.spotLightDecay.value = lights.spot.decays;
  1436. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1437. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1438. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1439. }
  1440. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1441. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1442. uniforms.ambientLightColor.needsUpdate = value;
  1443. uniforms.directionalLightColor.needsUpdate = value;
  1444. uniforms.directionalLightDirection.needsUpdate = value;
  1445. uniforms.pointLightColor.needsUpdate = value;
  1446. uniforms.pointLightPosition.needsUpdate = value;
  1447. uniforms.pointLightDistance.needsUpdate = value;
  1448. uniforms.pointLightDecay.needsUpdate = value;
  1449. uniforms.spotLightColor.needsUpdate = value;
  1450. uniforms.spotLightPosition.needsUpdate = value;
  1451. uniforms.spotLightDistance.needsUpdate = value;
  1452. uniforms.spotLightDirection.needsUpdate = value;
  1453. uniforms.spotLightAngleCos.needsUpdate = value;
  1454. uniforms.spotLightExponent.needsUpdate = value;
  1455. uniforms.spotLightDecay.needsUpdate = value;
  1456. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  1457. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  1458. uniforms.hemisphereLightDirection.needsUpdate = value;
  1459. }
  1460. function refreshUniformsShadow ( uniforms, lights ) {
  1461. if ( uniforms.shadowMatrix ) {
  1462. var j = 0;
  1463. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1464. var light = lights[ i ];
  1465. if ( ! light.castShadow ) continue;
  1466. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  1467. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1468. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1469. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1470. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1471. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1472. j ++;
  1473. }
  1474. }
  1475. }
  1476. }
  1477. // Uniforms (load to GPU)
  1478. function loadUniformsMatrices ( uniforms, object ) {
  1479. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  1480. if ( uniforms.normalMatrix ) {
  1481. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  1482. }
  1483. }
  1484. function getTextureUnit() {
  1485. var textureUnit = _usedTextureUnits;
  1486. if ( textureUnit >= _maxTextures ) {
  1487. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  1488. }
  1489. _usedTextureUnits += 1;
  1490. return textureUnit;
  1491. }
  1492. function loadUniformsGeneric ( uniforms ) {
  1493. var texture, textureUnit, offset;
  1494. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1495. var uniform = uniforms[ j ][ 0 ];
  1496. // needsUpdate property is not added to all uniforms.
  1497. if ( uniform.needsUpdate === false ) continue;
  1498. var type = uniform.type;
  1499. var value = uniform.value;
  1500. var location = uniforms[ j ][ 1 ];
  1501. switch ( type ) {
  1502. case '1i':
  1503. _gl.uniform1i( location, value );
  1504. break;
  1505. case '1f':
  1506. _gl.uniform1f( location, value );
  1507. break;
  1508. case '2f':
  1509. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1510. break;
  1511. case '3f':
  1512. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1513. break;
  1514. case '4f':
  1515. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1516. break;
  1517. case '1iv':
  1518. _gl.uniform1iv( location, value );
  1519. break;
  1520. case '3iv':
  1521. _gl.uniform3iv( location, value );
  1522. break;
  1523. case '1fv':
  1524. _gl.uniform1fv( location, value );
  1525. break;
  1526. case '2fv':
  1527. _gl.uniform2fv( location, value );
  1528. break;
  1529. case '3fv':
  1530. _gl.uniform3fv( location, value );
  1531. break;
  1532. case '4fv':
  1533. _gl.uniform4fv( location, value );
  1534. break;
  1535. case 'Matrix3fv':
  1536. _gl.uniformMatrix3fv( location, false, value );
  1537. break;
  1538. case 'Matrix4fv':
  1539. _gl.uniformMatrix4fv( location, false, value );
  1540. break;
  1541. //
  1542. case 'i':
  1543. // single integer
  1544. _gl.uniform1i( location, value );
  1545. break;
  1546. case 'f':
  1547. // single float
  1548. _gl.uniform1f( location, value );
  1549. break;
  1550. case 'v2':
  1551. // single THREE.Vector2
  1552. _gl.uniform2f( location, value.x, value.y );
  1553. break;
  1554. case 'v3':
  1555. // single THREE.Vector3
  1556. _gl.uniform3f( location, value.x, value.y, value.z );
  1557. break;
  1558. case 'v4':
  1559. // single THREE.Vector4
  1560. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1561. break;
  1562. case 'c':
  1563. // single THREE.Color
  1564. _gl.uniform3f( location, value.r, value.g, value.b );
  1565. break;
  1566. case 'iv1':
  1567. // flat array of integers (JS or typed array)
  1568. _gl.uniform1iv( location, value );
  1569. break;
  1570. case 'iv':
  1571. // flat array of integers with 3 x N size (JS or typed array)
  1572. _gl.uniform3iv( location, value );
  1573. break;
  1574. case 'fv1':
  1575. // flat array of floats (JS or typed array)
  1576. _gl.uniform1fv( location, value );
  1577. break;
  1578. case 'fv':
  1579. // flat array of floats with 3 x N size (JS or typed array)
  1580. _gl.uniform3fv( location, value );
  1581. break;
  1582. case 'v2v':
  1583. // array of THREE.Vector2
  1584. if ( uniform._array === undefined ) {
  1585. uniform._array = new Float32Array( 2 * value.length );
  1586. }
  1587. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1588. offset = i * 2;
  1589. uniform._array[ offset + 0 ] = value[ i ].x;
  1590. uniform._array[ offset + 1 ] = value[ i ].y;
  1591. }
  1592. _gl.uniform2fv( location, uniform._array );
  1593. break;
  1594. case 'v3v':
  1595. // array of THREE.Vector3
  1596. if ( uniform._array === undefined ) {
  1597. uniform._array = new Float32Array( 3 * value.length );
  1598. }
  1599. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1600. offset = i * 3;
  1601. uniform._array[ offset + 0 ] = value[ i ].x;
  1602. uniform._array[ offset + 1 ] = value[ i ].y;
  1603. uniform._array[ offset + 2 ] = value[ i ].z;
  1604. }
  1605. _gl.uniform3fv( location, uniform._array );
  1606. break;
  1607. case 'v4v':
  1608. // array of THREE.Vector4
  1609. if ( uniform._array === undefined ) {
  1610. uniform._array = new Float32Array( 4 * value.length );
  1611. }
  1612. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1613. offset = i * 4;
  1614. uniform._array[ offset + 0 ] = value[ i ].x;
  1615. uniform._array[ offset + 1 ] = value[ i ].y;
  1616. uniform._array[ offset + 2 ] = value[ i ].z;
  1617. uniform._array[ offset + 3 ] = value[ i ].w;
  1618. }
  1619. _gl.uniform4fv( location, uniform._array );
  1620. break;
  1621. case 'm3':
  1622. // single THREE.Matrix3
  1623. _gl.uniformMatrix3fv( location, false, value.elements );
  1624. break;
  1625. case 'm3v':
  1626. // array of THREE.Matrix3
  1627. if ( uniform._array === undefined ) {
  1628. uniform._array = new Float32Array( 9 * value.length );
  1629. }
  1630. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1631. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  1632. }
  1633. _gl.uniformMatrix3fv( location, false, uniform._array );
  1634. break;
  1635. case 'm4':
  1636. // single THREE.Matrix4
  1637. _gl.uniformMatrix4fv( location, false, value.elements );
  1638. break;
  1639. case 'm4v':
  1640. // array of THREE.Matrix4
  1641. if ( uniform._array === undefined ) {
  1642. uniform._array = new Float32Array( 16 * value.length );
  1643. }
  1644. for ( var i = 0, il = value.length; i < il; i ++ ) {
  1645. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1646. }
  1647. _gl.uniformMatrix4fv( location, false, uniform._array );
  1648. break;
  1649. case 't':
  1650. // single THREE.Texture (2d or cube)
  1651. texture = value;
  1652. textureUnit = getTextureUnit();
  1653. _gl.uniform1i( location, textureUnit );
  1654. if ( ! texture ) continue;
  1655. if ( texture instanceof THREE.CubeTexture ||
  1656. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  1657. setCubeTexture( texture, textureUnit );
  1658. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1659. setCubeTextureDynamic( texture, textureUnit );
  1660. } else {
  1661. _this.setTexture( texture, textureUnit );
  1662. }
  1663. break;
  1664. case 'tv':
  1665. // array of THREE.Texture (2d)
  1666. if ( uniform._array === undefined ) {
  1667. uniform._array = [];
  1668. }
  1669. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1670. uniform._array[ i ] = getTextureUnit();
  1671. }
  1672. _gl.uniform1iv( location, uniform._array );
  1673. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  1674. texture = uniform.value[ i ];
  1675. textureUnit = uniform._array[ i ];
  1676. if ( ! texture ) continue;
  1677. _this.setTexture( texture, textureUnit );
  1678. }
  1679. break;
  1680. default:
  1681. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  1682. }
  1683. }
  1684. }
  1685. function setupMatrices ( object, camera ) {
  1686. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  1687. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  1688. }
  1689. function setColorLinear( array, offset, color, intensity ) {
  1690. array[ offset + 0 ] = color.r * intensity;
  1691. array[ offset + 1 ] = color.g * intensity;
  1692. array[ offset + 2 ] = color.b * intensity;
  1693. }
  1694. function setupLights ( lights ) {
  1695. var l, ll, light,
  1696. r = 0, g = 0, b = 0,
  1697. color, skyColor, groundColor,
  1698. intensity,
  1699. distance,
  1700. zlights = _lights,
  1701. dirColors = zlights.directional.colors,
  1702. dirPositions = zlights.directional.positions,
  1703. pointColors = zlights.point.colors,
  1704. pointPositions = zlights.point.positions,
  1705. pointDistances = zlights.point.distances,
  1706. pointDecays = zlights.point.decays,
  1707. spotColors = zlights.spot.colors,
  1708. spotPositions = zlights.spot.positions,
  1709. spotDistances = zlights.spot.distances,
  1710. spotDirections = zlights.spot.directions,
  1711. spotAnglesCos = zlights.spot.anglesCos,
  1712. spotExponents = zlights.spot.exponents,
  1713. spotDecays = zlights.spot.decays,
  1714. hemiSkyColors = zlights.hemi.skyColors,
  1715. hemiGroundColors = zlights.hemi.groundColors,
  1716. hemiPositions = zlights.hemi.positions,
  1717. dirLength = 0,
  1718. pointLength = 0,
  1719. spotLength = 0,
  1720. hemiLength = 0,
  1721. dirCount = 0,
  1722. pointCount = 0,
  1723. spotCount = 0,
  1724. hemiCount = 0,
  1725. dirOffset = 0,
  1726. pointOffset = 0,
  1727. spotOffset = 0,
  1728. hemiOffset = 0;
  1729. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1730. light = lights[ l ];
  1731. if ( light.onlyShadow ) continue;
  1732. color = light.color;
  1733. intensity = light.intensity;
  1734. distance = light.distance;
  1735. if ( light instanceof THREE.AmbientLight ) {
  1736. if ( ! light.visible ) continue;
  1737. r += color.r;
  1738. g += color.g;
  1739. b += color.b;
  1740. } else if ( light instanceof THREE.DirectionalLight ) {
  1741. dirCount += 1;
  1742. if ( ! light.visible ) continue;
  1743. _direction.setFromMatrixPosition( light.matrixWorld );
  1744. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1745. _direction.sub( _vector3 );
  1746. _direction.normalize();
  1747. dirOffset = dirLength * 3;
  1748. dirPositions[ dirOffset + 0 ] = _direction.x;
  1749. dirPositions[ dirOffset + 1 ] = _direction.y;
  1750. dirPositions[ dirOffset + 2 ] = _direction.z;
  1751. setColorLinear( dirColors, dirOffset, color, intensity );
  1752. dirLength += 1;
  1753. } else if ( light instanceof THREE.PointLight ) {
  1754. pointCount += 1;
  1755. if ( ! light.visible ) continue;
  1756. pointOffset = pointLength * 3;
  1757. setColorLinear( pointColors, pointOffset, color, intensity );
  1758. _vector3.setFromMatrixPosition( light.matrixWorld );
  1759. pointPositions[ pointOffset + 0 ] = _vector3.x;
  1760. pointPositions[ pointOffset + 1 ] = _vector3.y;
  1761. pointPositions[ pointOffset + 2 ] = _vector3.z;
  1762. // distance is 0 if decay is 0, because there is no attenuation at all.
  1763. pointDistances[ pointLength ] = distance;
  1764. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1765. pointLength += 1;
  1766. } else if ( light instanceof THREE.SpotLight ) {
  1767. spotCount += 1;
  1768. if ( ! light.visible ) continue;
  1769. spotOffset = spotLength * 3;
  1770. setColorLinear( spotColors, spotOffset, color, intensity );
  1771. _direction.setFromMatrixPosition( light.matrixWorld );
  1772. spotPositions[ spotOffset + 0 ] = _direction.x;
  1773. spotPositions[ spotOffset + 1 ] = _direction.y;
  1774. spotPositions[ spotOffset + 2 ] = _direction.z;
  1775. spotDistances[ spotLength ] = distance;
  1776. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  1777. _direction.sub( _vector3 );
  1778. _direction.normalize();
  1779. spotDirections[ spotOffset + 0 ] = _direction.x;
  1780. spotDirections[ spotOffset + 1 ] = _direction.y;
  1781. spotDirections[ spotOffset + 2 ] = _direction.z;
  1782. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1783. spotExponents[ spotLength ] = light.exponent;
  1784. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  1785. spotLength += 1;
  1786. } else if ( light instanceof THREE.HemisphereLight ) {
  1787. hemiCount += 1;
  1788. if ( ! light.visible ) continue;
  1789. _direction.setFromMatrixPosition( light.matrixWorld );
  1790. _direction.normalize();
  1791. hemiOffset = hemiLength * 3;
  1792. hemiPositions[ hemiOffset + 0 ] = _direction.x;
  1793. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1794. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1795. skyColor = light.color;
  1796. groundColor = light.groundColor;
  1797. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1798. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1799. hemiLength += 1;
  1800. }
  1801. }
  1802. // null eventual remains from removed lights
  1803. // (this is to avoid if in shader)
  1804. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1805. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1806. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1807. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1808. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1809. zlights.directional.length = dirLength;
  1810. zlights.point.length = pointLength;
  1811. zlights.spot.length = spotLength;
  1812. zlights.hemi.length = hemiLength;
  1813. zlights.ambient[ 0 ] = r;
  1814. zlights.ambient[ 1 ] = g;
  1815. zlights.ambient[ 2 ] = b;
  1816. }
  1817. // GL state setting
  1818. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  1819. if ( cullFace === THREE.CullFaceNone ) {
  1820. state.disable( _gl.CULL_FACE );
  1821. } else {
  1822. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  1823. _gl.frontFace( _gl.CW );
  1824. } else {
  1825. _gl.frontFace( _gl.CCW );
  1826. }
  1827. if ( cullFace === THREE.CullFaceBack ) {
  1828. _gl.cullFace( _gl.BACK );
  1829. } else if ( cullFace === THREE.CullFaceFront ) {
  1830. _gl.cullFace( _gl.FRONT );
  1831. } else {
  1832. _gl.cullFace( _gl.FRONT_AND_BACK );
  1833. }
  1834. state.enable( _gl.CULL_FACE );
  1835. }
  1836. };
  1837. this.setMaterialFaces = setMaterialFaces;
  1838. // Textures
  1839. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  1840. var extension;
  1841. if ( isImagePowerOfTwo ) {
  1842. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1843. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1844. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1845. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1846. } else {
  1847. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1848. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1849. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  1850. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  1851. }
  1852. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1853. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1854. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  1855. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  1856. }
  1857. }
  1858. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  1859. if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
  1860. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  1861. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  1862. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  1863. }
  1864. }
  1865. }
  1866. this.uploadTexture = function ( texture, slot ) {
  1867. var textureProperties = properties.get( texture );
  1868. if ( textureProperties.__webglInit === undefined ) {
  1869. textureProperties.__webglInit = true;
  1870. texture.__webglInit = true;
  1871. texture.addEventListener( 'dispose', onTextureDispose );
  1872. textureProperties.__webglTexture = _gl.createTexture();
  1873. _infoMemory.textures ++;
  1874. }
  1875. state.activeTexture( _gl.TEXTURE0 + slot );
  1876. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  1877. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1878. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  1879. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  1880. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  1881. var image = texture.image,
  1882. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1883. glFormat = paramThreeToGL( texture.format ),
  1884. glType = paramThreeToGL( texture.type );
  1885. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  1886. var mipmap, mipmaps = texture.mipmaps;
  1887. if ( texture instanceof THREE.DataTexture ) {
  1888. // use manually created mipmaps if available
  1889. // if there are no manual mipmaps
  1890. // set 0 level mipmap and then use GL to generate other mipmap levels
  1891. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1892. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1893. mipmap = mipmaps[ i ];
  1894. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1895. }
  1896. texture.generateMipmaps = false;
  1897. } else {
  1898. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  1899. }
  1900. } else if ( texture instanceof THREE.CompressedTexture ) {
  1901. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1902. mipmap = mipmaps[ i ];
  1903. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  1904. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  1905. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  1906. } else {
  1907. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  1908. }
  1909. } else {
  1910. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  1911. }
  1912. }
  1913. } else { // regular Texture (image, video, canvas)
  1914. // use manually created mipmaps if available
  1915. // if there are no manual mipmaps
  1916. // set 0 level mipmap and then use GL to generate other mipmap levels
  1917. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  1918. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  1919. mipmap = mipmaps[ i ];
  1920. state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  1921. }
  1922. texture.generateMipmaps = false;
  1923. } else {
  1924. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  1925. }
  1926. }
  1927. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1928. texture.needsUpdate = false;
  1929. if ( texture.onUpdate ) texture.onUpdate( texture );
  1930. };
  1931. this.setTexture = function ( texture, slot ) {
  1932. // if the image has been uploaded into a separate renderer, will need to reupload to this renderer
  1933. if ( ( texture.image && texture.image.complete !== false ) && texture.__webglInit === true && properties.get( texture ).__webglInit === undefined ) {
  1934. texture.needsUpdate = true;
  1935. }
  1936. if ( texture.needsUpdate === true ) {
  1937. var image = texture.image;
  1938. if ( image === undefined ) {
  1939. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  1940. return;
  1941. }
  1942. if ( image.complete === false ) {
  1943. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  1944. return;
  1945. }
  1946. _this.uploadTexture( texture, slot );
  1947. return;
  1948. }
  1949. state.activeTexture( _gl.TEXTURE0 + slot );
  1950. state.bindTexture( _gl.TEXTURE_2D, properties.get( texture ).__webglTexture );
  1951. };
  1952. function clampToMaxSize ( image, maxSize ) {
  1953. if ( image.width > maxSize || image.height > maxSize ) {
  1954. // Warning: Scaling through the canvas will only work with images that use
  1955. // premultiplied alpha.
  1956. var scale = maxSize / Math.max( image.width, image.height );
  1957. var canvas = document.createElement( 'canvas' );
  1958. canvas.width = Math.floor( image.width * scale );
  1959. canvas.height = Math.floor( image.height * scale );
  1960. var context = canvas.getContext( '2d' );
  1961. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  1962. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  1963. return canvas;
  1964. }
  1965. return image;
  1966. }
  1967. function setCubeTexture ( texture, slot ) {
  1968. var textureProperties = properties.get( texture );
  1969. if ( texture.image.length === 6 ) {
  1970. if ( texture.needsUpdate ) {
  1971. if ( ! textureProperties.__image__webglTextureCube ) {
  1972. texture.addEventListener( 'dispose', onTextureDispose );
  1973. textureProperties.__image__webglTextureCube = _gl.createTexture();
  1974. _infoMemory.textures ++;
  1975. }
  1976. state.activeTexture( _gl.TEXTURE0 + slot );
  1977. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  1978. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  1979. var isCompressed = texture instanceof THREE.CompressedTexture;
  1980. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  1981. var cubeImage = [];
  1982. for ( var i = 0; i < 6; i ++ ) {
  1983. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  1984. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  1985. } else {
  1986. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  1987. }
  1988. }
  1989. var image = cubeImage[ 0 ],
  1990. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  1991. glFormat = paramThreeToGL( texture.format ),
  1992. glType = paramThreeToGL( texture.type );
  1993. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  1994. for ( var i = 0; i < 6; i ++ ) {
  1995. if ( ! isCompressed ) {
  1996. if ( isDataTexture ) {
  1997. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  1998. } else {
  1999. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  2000. }
  2001. } else {
  2002. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  2003. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  2004. mipmap = mipmaps[ j ];
  2005. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  2006. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  2007. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  2008. } else {
  2009. console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  2010. }
  2011. } else {
  2012. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  2013. }
  2014. }
  2015. }
  2016. }
  2017. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  2018. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2019. }
  2020. texture.needsUpdate = false;
  2021. if ( texture.onUpdate ) texture.onUpdate( texture );
  2022. } else {
  2023. state.activeTexture( _gl.TEXTURE0 + slot );
  2024. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  2025. }
  2026. }
  2027. }
  2028. function setCubeTextureDynamic ( texture, slot ) {
  2029. state.activeTexture( _gl.TEXTURE0 + slot );
  2030. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  2031. }
  2032. // Render targets
  2033. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  2034. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2035. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget ).__webglTexture, 0 );
  2036. }
  2037. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  2038. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  2039. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2040. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  2041. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2042. /* For some reason this is not working. Defaulting to RGBA4.
  2043. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2044. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  2045. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2046. */
  2047. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2048. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  2049. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2050. } else {
  2051. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  2052. }
  2053. }
  2054. this.setRenderTarget = function ( renderTarget ) {
  2055. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  2056. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  2057. var renderTargetProperties = properties.get( renderTarget );
  2058. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  2059. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  2060. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  2061. renderTargetProperties.__webglTexture = _gl.createTexture();
  2062. _infoMemory.textures ++;
  2063. // Setup texture, create render and frame buffers
  2064. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  2065. glFormat = paramThreeToGL( renderTarget.format ),
  2066. glType = paramThreeToGL( renderTarget.type );
  2067. if ( isCube ) {
  2068. renderTargetProperties.__webglFramebuffer = [];
  2069. renderTargetProperties.__webglRenderbuffer = [];
  2070. state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTargetProperties.__webglTexture );
  2071. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  2072. for ( var i = 0; i < 6; i ++ ) {
  2073. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  2074. renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  2075. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2076. setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  2077. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
  2078. }
  2079. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2080. } else {
  2081. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  2082. if ( renderTarget.shareDepthFrom ) {
  2083. renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  2084. } else {
  2085. renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
  2086. }
  2087. state.bindTexture( _gl.TEXTURE_2D, renderTargetProperties.__webglTexture );
  2088. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  2089. state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2090. setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  2091. if ( renderTarget.shareDepthFrom ) {
  2092. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2093. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  2094. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2095. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
  2096. }
  2097. } else {
  2098. setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
  2099. }
  2100. if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  2101. }
  2102. // Release everything
  2103. if ( isCube ) {
  2104. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2105. } else {
  2106. state.bindTexture( _gl.TEXTURE_2D, null );
  2107. }
  2108. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2109. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  2110. }
  2111. var framebuffer, width, height, vx, vy;
  2112. if ( renderTarget ) {
  2113. var renderTargetProperties = properties.get( renderTarget );
  2114. if ( isCube ) {
  2115. framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
  2116. } else {
  2117. framebuffer = renderTargetProperties.__webglFramebuffer;
  2118. }
  2119. width = renderTarget.width;
  2120. height = renderTarget.height;
  2121. vx = 0;
  2122. vy = 0;
  2123. } else {
  2124. framebuffer = null;
  2125. width = _viewportWidth;
  2126. height = _viewportHeight;
  2127. vx = _viewportX;
  2128. vy = _viewportY;
  2129. }
  2130. if ( framebuffer !== _currentFramebuffer ) {
  2131. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2132. _gl.viewport( vx, vy, width, height );
  2133. _currentFramebuffer = framebuffer;
  2134. }
  2135. _currentWidth = width;
  2136. _currentHeight = height;
  2137. };
  2138. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  2139. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  2140. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  2141. return;
  2142. }
  2143. if ( properties.get( renderTarget ).__webglFramebuffer ) {
  2144. if ( renderTarget.format !== THREE.RGBAFormat ) {
  2145. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  2146. return;
  2147. }
  2148. var restore = false;
  2149. if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
  2150. _gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
  2151. restore = true;
  2152. }
  2153. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  2154. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  2155. } else {
  2156. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  2157. }
  2158. if ( restore ) {
  2159. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  2160. }
  2161. }
  2162. };
  2163. function updateRenderTargetMipmap ( renderTarget ) {
  2164. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  2165. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( renderTarget ).__webglTexture );
  2166. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2167. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2168. } else {
  2169. state.bindTexture( _gl.TEXTURE_2D, properties.get( renderTarget ).__webglTexture );
  2170. _gl.generateMipmap( _gl.TEXTURE_2D );
  2171. state.bindTexture( _gl.TEXTURE_2D, null );
  2172. }
  2173. }
  2174. // Fallback filters for non-power-of-2 textures
  2175. function filterFallback ( f ) {
  2176. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  2177. return _gl.NEAREST;
  2178. }
  2179. return _gl.LINEAR;
  2180. }
  2181. // Map three.js constants to WebGL constants
  2182. function paramThreeToGL ( p ) {
  2183. var extension;
  2184. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  2185. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  2186. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  2187. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  2188. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  2189. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  2190. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  2191. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  2192. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  2193. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  2194. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  2195. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  2196. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  2197. if ( p === THREE.ByteType ) return _gl.BYTE;
  2198. if ( p === THREE.ShortType ) return _gl.SHORT;
  2199. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  2200. if ( p === THREE.IntType ) return _gl.INT;
  2201. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  2202. if ( p === THREE.FloatType ) return _gl.FLOAT;
  2203. extension = extensions.get( 'OES_texture_half_float' );
  2204. if ( extension !== null ) {
  2205. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  2206. }
  2207. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  2208. if ( p === THREE.RGBFormat ) return _gl.RGB;
  2209. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2210. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2211. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2212. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2213. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2214. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2215. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2216. if ( p === THREE.OneFactor ) return _gl.ONE;
  2217. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2218. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2219. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2220. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2221. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2222. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2223. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2224. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2225. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2226. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2227. if ( extension !== null ) {
  2228. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2229. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2230. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2231. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2232. }
  2233. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2234. if ( extension !== null ) {
  2235. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2236. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2237. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2238. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2239. }
  2240. extension = extensions.get( 'EXT_blend_minmax' );
  2241. if ( extension !== null ) {
  2242. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2243. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2244. }
  2245. return 0;
  2246. }
  2247. // Allocations
  2248. function allocateBones ( object ) {
  2249. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  2250. return 1024;
  2251. } else {
  2252. // default for when object is not specified
  2253. // ( for example when prebuilding shader to be used with multiple objects )
  2254. //
  2255. // - leave some extra space for other uniforms
  2256. // - limit here is ANGLE's 254 max uniform vectors
  2257. // (up to 54 should be safe)
  2258. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  2259. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  2260. var maxBones = nVertexMatrices;
  2261. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  2262. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  2263. if ( maxBones < object.skeleton.bones.length ) {
  2264. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  2265. }
  2266. }
  2267. return maxBones;
  2268. }
  2269. }
  2270. function allocateLights( lights ) {
  2271. var dirLights = 0;
  2272. var pointLights = 0;
  2273. var spotLights = 0;
  2274. var hemiLights = 0;
  2275. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2276. var light = lights[ l ];
  2277. if ( light.onlyShadow || light.visible === false ) continue;
  2278. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  2279. if ( light instanceof THREE.PointLight ) pointLights ++;
  2280. if ( light instanceof THREE.SpotLight ) spotLights ++;
  2281. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  2282. }
  2283. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  2284. }
  2285. function allocateShadows( lights ) {
  2286. var maxShadows = 0;
  2287. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2288. var light = lights[ l ];
  2289. if ( ! light.castShadow ) continue;
  2290. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  2291. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  2292. }
  2293. return maxShadows;
  2294. }
  2295. // DEPRECATED
  2296. this.initMaterial = function () {
  2297. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  2298. };
  2299. this.addPrePlugin = function () {
  2300. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  2301. };
  2302. this.addPostPlugin = function () {
  2303. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  2304. };
  2305. this.updateShadowMap = function () {
  2306. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  2307. };
  2308. Object.defineProperties( this, {
  2309. shadowMapEnabled: {
  2310. get: function () {
  2311. return shadowMap.enabled;
  2312. },
  2313. set: function ( value ) {
  2314. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  2315. shadowMap.enabled = value;
  2316. }
  2317. },
  2318. shadowMapType: {
  2319. get: function () {
  2320. return shadowMap.type;
  2321. },
  2322. set: function ( value ) {
  2323. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  2324. shadowMap.type = value;
  2325. }
  2326. },
  2327. shadowMapCullFace: {
  2328. get: function () {
  2329. return shadowMap.cullFace;
  2330. },
  2331. set: function ( value ) {
  2332. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
  2333. shadowMap.cullFace = value;
  2334. }
  2335. },
  2336. shadowMapDebug: {
  2337. get: function () {
  2338. return shadowMap.debug;
  2339. },
  2340. set: function ( value ) {
  2341. console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
  2342. shadowMap.debug = value;
  2343. }
  2344. },
  2345. shadowMapCascade: {
  2346. get: function () {
  2347. return shadowMap.cascade;
  2348. },
  2349. set: function ( value ) {
  2350. console.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
  2351. shadowMap.cascade = value;
  2352. }
  2353. }
  2354. } );
  2355. };
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