2643 lines
61 KiB
JavaScript
2643 lines
61 KiB
JavaScript
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import {
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REVISION,
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RGBAFormat,
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HalfFloatType,
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FloatType,
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UnsignedByteType,
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TriangleFanDrawMode,
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TriangleStripDrawMode,
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TrianglesDrawMode,
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LinearToneMapping,
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BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
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import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
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import { Matrix4 } from '../math/Matrix4.js';
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import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { UniformsUtils } from './shaders/UniformsUtils.js';
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import { Vector3 } from '../math/Vector3.js';
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import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
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import { WebGLBackground } from './webgl/WebGLBackground.js';
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import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
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import { WebGLClipping } from './webgl/WebGLClipping.js';
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import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
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import { WebGLInfo } from './webgl/WebGLInfo.js';
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import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
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import { WebGLPrograms } from './webgl/WebGLPrograms.js';
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import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
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import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
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import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
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import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
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* @author supereggbert / http://www.paulbrunt.co.uk/
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* @author mrdoob / http://mrdoob.com/
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* @author alteredq / http://alteredqualia.com/
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* @author szimek / https://github.com/szimek/
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* @author tschw
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*/
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function WebGLRenderer( parameters ) {
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console.log( 'THREE.WebGLRenderer', REVISION );
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parameters = parameters || {};
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var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
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_context = parameters.context !== undefined ? parameters.context : null,
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_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
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_depth = parameters.depth !== undefined ? parameters.depth : true,
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_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
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_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
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_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
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var currentRenderList = null;
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var currentRenderState = null;
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// public properties
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this.domElement = _canvas;
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this.context = null;
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// clearing
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this.autoClear = true;
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this.autoClearColor = true;
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this.autoClearDepth = true;
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this.autoClearStencil = true;
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// scene graph
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this.sortObjects = true;
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// user-defined clipping
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this.clippingPlanes = [];
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this.localClippingEnabled = false;
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// physically based shading
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this.gammaFactor = 2.0; // for backwards compatibility
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this.gammaInput = false;
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this.gammaOutput = false;
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// physical lights
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this.physicallyCorrectLights = false;
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// tone mapping
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this.toneMapping = LinearToneMapping;
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this.toneMappingExposure = 1.0;
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this.toneMappingWhitePoint = 1.0;
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// morphs
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this.maxMorphTargets = 8;
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this.maxMorphNormals = 4;
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// internal properties
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var _this = this,
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_isContextLost = false,
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// internal state cache
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_framebuffer = null,
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_currentRenderTarget = null,
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_currentFramebuffer = null,
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_currentMaterialId = - 1,
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// geometry and program caching
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_currentGeometryProgram = {
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geometry: null,
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program: null,
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wireframe: false
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},
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_currentCamera = null,
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_currentArrayCamera = null,
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_currentViewport = new Vector4(),
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_currentScissor = new Vector4(),
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_currentScissorTest = null,
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//
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_usedTextureUnits = 0,
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//
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_width = _canvas.width,
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_height = _canvas.height,
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_pixelRatio = 1,
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_viewport = new Vector4( 0, 0, _width, _height ),
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_scissor = new Vector4( 0, 0, _width, _height ),
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_scissorTest = false,
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// frustum
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_frustum = new Frustum(),
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// clipping
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_clipping = new WebGLClipping(),
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_clippingEnabled = false,
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_localClippingEnabled = false,
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// camera matrices cache
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_projScreenMatrix = new Matrix4(),
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_vector3 = new Vector3();
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function getTargetPixelRatio() {
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return _currentRenderTarget === null ? _pixelRatio : 1;
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}
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// initialize
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var _gl;
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try {
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var contextAttributes = {
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alpha: _alpha,
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depth: _depth,
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stencil: _stencil,
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antialias: _antialias,
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premultipliedAlpha: _premultipliedAlpha,
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preserveDrawingBuffer: _preserveDrawingBuffer,
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powerPreference: _powerPreference
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};
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// event listeners must be registered before WebGL context is created, see #12753
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_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
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_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
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_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
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if ( _gl === null ) {
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if ( _canvas.getContext( 'webgl' ) !== null ) {
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throw new Error( 'Error creating WebGL context with your selected attributes.' );
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} else {
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throw new Error( 'Error creating WebGL context.' );
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}
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}
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// Some experimental-webgl implementations do not have getShaderPrecisionFormat
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if ( _gl.getShaderPrecisionFormat === undefined ) {
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_gl.getShaderPrecisionFormat = function () {
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return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
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};
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}
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} catch ( error ) {
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console.error( 'THREE.WebGLRenderer: ' + error.message );
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}
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var extensions, capabilities, state, info;
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var properties, textures, attributes, geometries, objects;
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var programCache, renderLists, renderStates;
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var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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var utils;
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function initGLContext() {
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extensions = new WebGLExtensions( _gl );
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capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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if ( ! capabilities.isWebGL2 ) {
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extensions.get( 'WEBGL_depth_texture' );
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extensions.get( 'OES_texture_float' );
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extensions.get( 'OES_texture_half_float' );
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extensions.get( 'OES_texture_half_float_linear' );
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extensions.get( 'OES_standard_derivatives' );
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extensions.get( 'OES_element_index_uint' );
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extensions.get( 'ANGLE_instanced_arrays' );
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}
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extensions.get( 'OES_texture_float_linear' );
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utils = new WebGLUtils( _gl, extensions, capabilities );
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state = new WebGLState( _gl, extensions, utils, capabilities );
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state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
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state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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info = new WebGLInfo( _gl );
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properties = new WebGLProperties();
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textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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attributes = new WebGLAttributes( _gl );
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geometries = new WebGLGeometries( _gl, attributes, info );
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objects = new WebGLObjects( geometries, info );
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morphtargets = new WebGLMorphtargets( _gl );
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programCache = new WebGLPrograms( _this, extensions, capabilities );
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renderLists = new WebGLRenderLists();
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renderStates = new WebGLRenderStates();
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background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
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indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
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info.programs = programCache.programs;
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_this.context = _gl;
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_this.capabilities = capabilities;
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_this.extensions = extensions;
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_this.properties = properties;
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_this.renderLists = renderLists;
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_this.state = state;
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_this.info = info;
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}
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initGLContext();
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// vr
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var vr = null;
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if ( typeof navigator !== 'undefined' ) {
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vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );
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}
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this.vr = vr;
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// shadow map
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var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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this.shadowMap = shadowMap;
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// API
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this.getContext = function () {
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return _gl;
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};
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this.getContextAttributes = function () {
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return _gl.getContextAttributes();
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};
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this.forceContextLoss = function () {
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var extension = extensions.get( 'WEBGL_lose_context' );
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if ( extension ) extension.loseContext();
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};
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this.forceContextRestore = function () {
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var extension = extensions.get( 'WEBGL_lose_context' );
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if ( extension ) extension.restoreContext();
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};
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this.getPixelRatio = function () {
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return _pixelRatio;
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};
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this.setPixelRatio = function ( value ) {
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if ( value === undefined ) return;
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_pixelRatio = value;
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this.setSize( _width, _height, false );
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};
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this.getSize = function () {
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return {
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width: _width,
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height: _height
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};
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};
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this.setSize = function ( width, height, updateStyle ) {
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if ( vr.isPresenting() ) {
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console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
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return;
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}
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_width = width;
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_height = height;
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_canvas.width = width * _pixelRatio;
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_canvas.height = height * _pixelRatio;
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if ( updateStyle !== false ) {
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_canvas.style.width = width + 'px';
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_canvas.style.height = height + 'px';
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}
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this.setViewport( 0, 0, width, height );
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};
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this.getDrawingBufferSize = function () {
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return {
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width: _width * _pixelRatio,
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height: _height * _pixelRatio
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};
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};
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this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
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_width = width;
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_height = height;
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_pixelRatio = pixelRatio;
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_canvas.width = width * pixelRatio;
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_canvas.height = height * pixelRatio;
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this.setViewport( 0, 0, width, height );
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};
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this.getCurrentViewport = function () {
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return _currentViewport;
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};
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this.setViewport = function ( x, y, width, height ) {
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_viewport.set( x, _height - y - height, width, height );
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state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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};
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this.setScissor = function ( x, y, width, height ) {
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_scissor.set( x, _height - y - height, width, height );
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state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
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};
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this.setScissorTest = function ( boolean ) {
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state.setScissorTest( _scissorTest = boolean );
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};
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||
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||
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// Clearing
|
||
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this.getClearColor = function () {
|
||
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return background.getClearColor();
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};
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this.setClearColor = function () {
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background.setClearColor.apply( background, arguments );
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};
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this.getClearAlpha = function () {
|
||
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return background.getClearAlpha();
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};
|
||
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this.setClearAlpha = function () {
|
||
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background.setClearAlpha.apply( background, arguments );
|
||
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};
|
||
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|
||
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this.clear = function ( color, depth, stencil ) {
|
||
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|
||
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var bits = 0;
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||
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if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
|
||
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if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
|
||
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if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
|
||
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_gl.clear( bits );
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||
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};
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||
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this.clearColor = function () {
|
||
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this.clear( true, false, false );
|
||
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};
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||
|
|
||
|
this.clearDepth = function () {
|
||
|
|
||
|
this.clear( false, true, false );
|
||
|
|
||
|
};
|
||
|
|
||
|
this.clearStencil = function () {
|
||
|
|
||
|
this.clear( false, false, true );
|
||
|
|
||
|
};
|
||
|
|
||
|
//
|
||
|
|
||
|
this.dispose = function () {
|
||
|
|
||
|
_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
|
||
|
_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
|
||
|
|
||
|
renderLists.dispose();
|
||
|
renderStates.dispose();
|
||
|
properties.dispose();
|
||
|
objects.dispose();
|
||
|
|
||
|
vr.dispose();
|
||
|
|
||
|
animation.stop();
|
||
|
|
||
|
};
|
||
|
|
||
|
// Events
|
||
|
|
||
|
function onContextLost( event ) {
|
||
|
|
||
|
event.preventDefault();
|
||
|
|
||
|
console.log( 'THREE.WebGLRenderer: Context Lost.' );
|
||
|
|
||
|
_isContextLost = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
function onContextRestore( /* event */ ) {
|
||
|
|
||
|
console.log( 'THREE.WebGLRenderer: Context Restored.' );
|
||
|
|
||
|
_isContextLost = false;
|
||
|
|
||
|
initGLContext();
|
||
|
|
||
|
}
|
||
|
|
||
|
function onMaterialDispose( event ) {
|
||
|
|
||
|
var material = event.target;
|
||
|
|
||
|
material.removeEventListener( 'dispose', onMaterialDispose );
|
||
|
|
||
|
deallocateMaterial( material );
|
||
|
|
||
|
}
|
||
|
|
||
|
// Buffer deallocation
|
||
|
|
||
|
function deallocateMaterial( material ) {
|
||
|
|
||
|
releaseMaterialProgramReference( material );
|
||
|
|
||
|
properties.remove( material );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
function releaseMaterialProgramReference( material ) {
|
||
|
|
||
|
var programInfo = properties.get( material ).program;
|
||
|
|
||
|
material.program = undefined;
|
||
|
|
||
|
if ( programInfo !== undefined ) {
|
||
|
|
||
|
programCache.releaseProgram( programInfo );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// Buffer rendering
|
||
|
|
||
|
function renderObjectImmediate( object, program ) {
|
||
|
|
||
|
object.render( function ( object ) {
|
||
|
|
||
|
_this.renderBufferImmediate( object, program );
|
||
|
|
||
|
} );
|
||
|
|
||
|
}
|
||
|
|
||
|
this.renderBufferImmediate = function ( object, program ) {
|
||
|
|
||
|
state.initAttributes();
|
||
|
|
||
|
var buffers = properties.get( object );
|
||
|
|
||
|
if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
|
||
|
if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
|
||
|
if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
|
||
|
if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
|
||
|
|
||
|
var programAttributes = program.getAttributes();
|
||
|
|
||
|
if ( object.hasPositions ) {
|
||
|
|
||
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
|
||
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
|
||
|
|
||
|
state.enableAttribute( programAttributes.position );
|
||
|
_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( object.hasNormals ) {
|
||
|
|
||
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
|
||
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
|
||
|
|
||
|
state.enableAttribute( programAttributes.normal );
|
||
|
_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( object.hasUvs ) {
|
||
|
|
||
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
|
||
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
|
||
|
|
||
|
state.enableAttribute( programAttributes.uv );
|
||
|
_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( object.hasColors ) {
|
||
|
|
||
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
|
||
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
|
||
|
|
||
|
state.enableAttribute( programAttributes.color );
|
||
|
_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
|
||
|
}
|
||
|
|
||
|
state.disableUnusedAttributes();
|
||
|
|
||
|
_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
|
||
|
|
||
|
object.count = 0;
|
||
|
|
||
|
};
|
||
|
|
||
|
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
|
||
|
|
||
|
var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
|
||
|
|
||
|
state.setMaterial( material, frontFaceCW );
|
||
|
|
||
|
var program = setProgram( camera, fog, material, object );
|
||
|
|
||
|
var updateBuffers = false;
|
||
|
|
||
|
if ( _currentGeometryProgram.geometry !== geometry.id ||
|
||
|
_currentGeometryProgram.program !== program.id ||
|
||
|
_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
|
||
|
|
||
|
_currentGeometryProgram.geometry = geometry.id;
|
||
|
_currentGeometryProgram.program = program.id;
|
||
|
_currentGeometryProgram.wireframe = material.wireframe === true;
|
||
|
updateBuffers = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( object.morphTargetInfluences ) {
|
||
|
|
||
|
morphtargets.update( object, geometry, material, program );
|
||
|
|
||
|
updateBuffers = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
|
||
|
var index = geometry.index;
|
||
|
var position = geometry.attributes.position;
|
||
|
var rangeFactor = 1;
|
||
|
|
||
|
if ( material.wireframe === true ) {
|
||
|
|
||
|
index = geometries.getWireframeAttribute( geometry );
|
||
|
rangeFactor = 2;
|
||
|
|
||
|
}
|
||
|
|
||
|
var attribute;
|
||
|
var renderer = bufferRenderer;
|
||
|
|
||
|
if ( index !== null ) {
|
||
|
|
||
|
attribute = attributes.get( index );
|
||
|
|
||
|
renderer = indexedBufferRenderer;
|
||
|
renderer.setIndex( attribute );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( updateBuffers ) {
|
||
|
|
||
|
setupVertexAttributes( material, program, geometry );
|
||
|
|
||
|
if ( index !== null ) {
|
||
|
|
||
|
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
|
||
|
var dataCount = Infinity;
|
||
|
|
||
|
if ( index !== null ) {
|
||
|
|
||
|
dataCount = index.count;
|
||
|
|
||
|
} else if ( position !== undefined ) {
|
||
|
|
||
|
dataCount = position.count;
|
||
|
|
||
|
}
|
||
|
|
||
|
var rangeStart = geometry.drawRange.start * rangeFactor;
|
||
|
var rangeCount = geometry.drawRange.count * rangeFactor;
|
||
|
|
||
|
var groupStart = group !== null ? group.start * rangeFactor : 0;
|
||
|
var groupCount = group !== null ? group.count * rangeFactor : Infinity;
|
||
|
|
||
|
var drawStart = Math.max( rangeStart, groupStart );
|
||
|
var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
|
||
|
|
||
|
var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
|
||
|
|
||
|
if ( drawCount === 0 ) return;
|
||
|
|
||
|
//
|
||
|
|
||
|
if ( object.isMesh ) {
|
||
|
|
||
|
if ( material.wireframe === true ) {
|
||
|
|
||
|
state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
|
||
|
renderer.setMode( _gl.LINES );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
switch ( object.drawMode ) {
|
||
|
|
||
|
case TrianglesDrawMode:
|
||
|
renderer.setMode( _gl.TRIANGLES );
|
||
|
break;
|
||
|
|
||
|
case TriangleStripDrawMode:
|
||
|
renderer.setMode( _gl.TRIANGLE_STRIP );
|
||
|
break;
|
||
|
|
||
|
case TriangleFanDrawMode:
|
||
|
renderer.setMode( _gl.TRIANGLE_FAN );
|
||
|
break;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
} else if ( object.isLine ) {
|
||
|
|
||
|
var lineWidth = material.linewidth;
|
||
|
|
||
|
if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
|
||
|
|
||
|
state.setLineWidth( lineWidth * getTargetPixelRatio() );
|
||
|
|
||
|
if ( object.isLineSegments ) {
|
||
|
|
||
|
renderer.setMode( _gl.LINES );
|
||
|
|
||
|
} else if ( object.isLineLoop ) {
|
||
|
|
||
|
renderer.setMode( _gl.LINE_LOOP );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
renderer.setMode( _gl.LINE_STRIP );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( object.isPoints ) {
|
||
|
|
||
|
renderer.setMode( _gl.POINTS );
|
||
|
|
||
|
} else if ( object.isSprite ) {
|
||
|
|
||
|
renderer.setMode( _gl.TRIANGLES );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry && geometry.isInstancedBufferGeometry ) {
|
||
|
|
||
|
if ( geometry.maxInstancedCount > 0 ) {
|
||
|
|
||
|
renderer.renderInstances( geometry, drawStart, drawCount );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
renderer.render( drawStart, drawCount );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function setupVertexAttributes( material, program, geometry ) {
|
||
|
|
||
|
if ( geometry && geometry.isInstancedBufferGeometry & ! capabilities.isWebGL2 ) {
|
||
|
|
||
|
if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
|
||
|
|
||
|
console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
state.initAttributes();
|
||
|
|
||
|
var geometryAttributes = geometry.attributes;
|
||
|
|
||
|
var programAttributes = program.getAttributes();
|
||
|
|
||
|
var materialDefaultAttributeValues = material.defaultAttributeValues;
|
||
|
|
||
|
for ( var name in programAttributes ) {
|
||
|
|
||
|
var programAttribute = programAttributes[ name ];
|
||
|
|
||
|
if ( programAttribute >= 0 ) {
|
||
|
|
||
|
var geometryAttribute = geometryAttributes[ name ];
|
||
|
|
||
|
if ( geometryAttribute !== undefined ) {
|
||
|
|
||
|
var normalized = geometryAttribute.normalized;
|
||
|
var size = geometryAttribute.itemSize;
|
||
|
|
||
|
var attribute = attributes.get( geometryAttribute );
|
||
|
|
||
|
// TODO Attribute may not be available on context restore
|
||
|
|
||
|
if ( attribute === undefined ) continue;
|
||
|
|
||
|
var buffer = attribute.buffer;
|
||
|
var type = attribute.type;
|
||
|
var bytesPerElement = attribute.bytesPerElement;
|
||
|
|
||
|
if ( geometryAttribute.isInterleavedBufferAttribute ) {
|
||
|
|
||
|
var data = geometryAttribute.data;
|
||
|
var stride = data.stride;
|
||
|
var offset = geometryAttribute.offset;
|
||
|
|
||
|
if ( data && data.isInstancedInterleavedBuffer ) {
|
||
|
|
||
|
state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
|
||
|
|
||
|
if ( geometry.maxInstancedCount === undefined ) {
|
||
|
|
||
|
geometry.maxInstancedCount = data.meshPerAttribute * data.count;
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
state.enableAttribute( programAttribute );
|
||
|
|
||
|
}
|
||
|
|
||
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
|
||
|
_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
if ( geometryAttribute.isInstancedBufferAttribute ) {
|
||
|
|
||
|
state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
|
||
|
|
||
|
if ( geometry.maxInstancedCount === undefined ) {
|
||
|
|
||
|
geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
state.enableAttribute( programAttribute );
|
||
|
|
||
|
}
|
||
|
|
||
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
|
||
|
_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( materialDefaultAttributeValues !== undefined ) {
|
||
|
|
||
|
var value = materialDefaultAttributeValues[ name ];
|
||
|
|
||
|
if ( value !== undefined ) {
|
||
|
|
||
|
switch ( value.length ) {
|
||
|
|
||
|
case 2:
|
||
|
_gl.vertexAttrib2fv( programAttribute, value );
|
||
|
break;
|
||
|
|
||
|
case 3:
|
||
|
_gl.vertexAttrib3fv( programAttribute, value );
|
||
|
break;
|
||
|
|
||
|
case 4:
|
||
|
_gl.vertexAttrib4fv( programAttribute, value );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
_gl.vertexAttrib1fv( programAttribute, value );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
state.disableUnusedAttributes();
|
||
|
|
||
|
}
|
||
|
|
||
|
// Compile
|
||
|
|
||
|
this.compile = function ( scene, camera ) {
|
||
|
|
||
|
currentRenderState = renderStates.get( scene, camera );
|
||
|
currentRenderState.init();
|
||
|
|
||
|
scene.traverse( function ( object ) {
|
||
|
|
||
|
if ( object.isLight ) {
|
||
|
|
||
|
currentRenderState.pushLight( object );
|
||
|
|
||
|
if ( object.castShadow ) {
|
||
|
|
||
|
currentRenderState.pushShadow( object );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
currentRenderState.setupLights( camera );
|
||
|
|
||
|
scene.traverse( function ( object ) {
|
||
|
|
||
|
if ( object.material ) {
|
||
|
|
||
|
if ( Array.isArray( object.material ) ) {
|
||
|
|
||
|
for ( var i = 0; i < object.material.length; i ++ ) {
|
||
|
|
||
|
initMaterial( object.material[ i ], scene.fog, object );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
initMaterial( object.material, scene.fog, object );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
};
|
||
|
|
||
|
// Animation Loop
|
||
|
|
||
|
var onAnimationFrameCallback = null;
|
||
|
|
||
|
function onAnimationFrame( time ) {
|
||
|
|
||
|
if ( vr.isPresenting() ) return;
|
||
|
if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
|
||
|
|
||
|
}
|
||
|
|
||
|
var animation = new WebGLAnimation();
|
||
|
animation.setAnimationLoop( onAnimationFrame );
|
||
|
|
||
|
if ( typeof window !== 'undefined' ) animation.setContext( window );
|
||
|
|
||
|
this.setAnimationLoop = function ( callback ) {
|
||
|
|
||
|
onAnimationFrameCallback = callback;
|
||
|
vr.setAnimationLoop( callback );
|
||
|
|
||
|
animation.start();
|
||
|
|
||
|
};
|
||
|
|
||
|
// Rendering
|
||
|
|
||
|
this.render = function ( scene, camera, renderTarget, forceClear ) {
|
||
|
|
||
|
if ( ! ( camera && camera.isCamera ) ) {
|
||
|
|
||
|
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( _isContextLost ) return;
|
||
|
|
||
|
// reset caching for this frame
|
||
|
|
||
|
_currentGeometryProgram.geometry = null;
|
||
|
_currentGeometryProgram.program = null;
|
||
|
_currentGeometryProgram.wireframe = false;
|
||
|
_currentMaterialId = - 1;
|
||
|
_currentCamera = null;
|
||
|
|
||
|
// update scene graph
|
||
|
|
||
|
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
|
||
|
|
||
|
// update camera matrices and frustum
|
||
|
|
||
|
if ( camera.parent === null ) camera.updateMatrixWorld();
|
||
|
|
||
|
if ( vr.enabled ) {
|
||
|
|
||
|
camera = vr.getCamera( camera );
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
|
||
|
currentRenderState = renderStates.get( scene, camera );
|
||
|
currentRenderState.init();
|
||
|
|
||
|
scene.onBeforeRender( _this, scene, camera, renderTarget );
|
||
|
|
||
|
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
||
|
_frustum.setFromMatrix( _projScreenMatrix );
|
||
|
|
||
|
_localClippingEnabled = this.localClippingEnabled;
|
||
|
_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
|
||
|
|
||
|
currentRenderList = renderLists.get( scene, camera );
|
||
|
currentRenderList.init();
|
||
|
|
||
|
projectObject( scene, camera, _this.sortObjects );
|
||
|
|
||
|
if ( _this.sortObjects === true ) {
|
||
|
|
||
|
currentRenderList.sort();
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
|
||
|
if ( _clippingEnabled ) _clipping.beginShadows();
|
||
|
|
||
|
var shadowsArray = currentRenderState.state.shadowsArray;
|
||
|
|
||
|
shadowMap.render( shadowsArray, scene, camera );
|
||
|
|
||
|
currentRenderState.setupLights( camera );
|
||
|
|
||
|
if ( _clippingEnabled ) _clipping.endShadows();
|
||
|
|
||
|
//
|
||
|
|
||
|
if ( this.info.autoReset ) this.info.reset();
|
||
|
|
||
|
if ( renderTarget === undefined ) {
|
||
|
|
||
|
renderTarget = null;
|
||
|
|
||
|
}
|
||
|
|
||
|
this.setRenderTarget( renderTarget );
|
||
|
|
||
|
//
|
||
|
|
||
|
background.render( currentRenderList, scene, camera, forceClear );
|
||
|
|
||
|
// render scene
|
||
|
|
||
|
var opaqueObjects = currentRenderList.opaque;
|
||
|
var transparentObjects = currentRenderList.transparent;
|
||
|
|
||
|
if ( scene.overrideMaterial ) {
|
||
|
|
||
|
var overrideMaterial = scene.overrideMaterial;
|
||
|
|
||
|
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
|
||
|
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
// opaque pass (front-to-back order)
|
||
|
|
||
|
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
|
||
|
|
||
|
// transparent pass (back-to-front order)
|
||
|
|
||
|
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
|
||
|
|
||
|
}
|
||
|
|
||
|
// Generate mipmap if we're using any kind of mipmap filtering
|
||
|
|
||
|
if ( renderTarget ) {
|
||
|
|
||
|
textures.updateRenderTargetMipmap( renderTarget );
|
||
|
|
||
|
}
|
||
|
|
||
|
// Ensure depth buffer writing is enabled so it can be cleared on next render
|
||
|
|
||
|
state.buffers.depth.setTest( true );
|
||
|
state.buffers.depth.setMask( true );
|
||
|
state.buffers.color.setMask( true );
|
||
|
|
||
|
state.setPolygonOffset( false );
|
||
|
|
||
|
scene.onAfterRender( _this, scene, camera );
|
||
|
|
||
|
if ( vr.enabled ) {
|
||
|
|
||
|
vr.submitFrame();
|
||
|
|
||
|
}
|
||
|
|
||
|
// _gl.finish();
|
||
|
|
||
|
currentRenderList = null;
|
||
|
currentRenderState = null;
|
||
|
|
||
|
};
|
||
|
|
||
|
function projectObject( object, camera, sortObjects ) {
|
||
|
|
||
|
if ( object.visible === false ) return;
|
||
|
|
||
|
var visible = object.layers.test( camera.layers );
|
||
|
|
||
|
if ( visible ) {
|
||
|
|
||
|
if ( object.isLight ) {
|
||
|
|
||
|
currentRenderState.pushLight( object );
|
||
|
|
||
|
if ( object.castShadow ) {
|
||
|
|
||
|
currentRenderState.pushShadow( object );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( object.isSprite ) {
|
||
|
|
||
|
if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
|
||
|
|
||
|
if ( sortObjects ) {
|
||
|
|
||
|
_vector3.setFromMatrixPosition( object.matrixWorld )
|
||
|
.applyMatrix4( _projScreenMatrix );
|
||
|
|
||
|
}
|
||
|
|
||
|
var geometry = objects.update( object );
|
||
|
var material = object.material;
|
||
|
|
||
|
currentRenderList.push( object, geometry, material, _vector3.z, null );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( object.isImmediateRenderObject ) {
|
||
|
|
||
|
if ( sortObjects ) {
|
||
|
|
||
|
_vector3.setFromMatrixPosition( object.matrixWorld )
|
||
|
.applyMatrix4( _projScreenMatrix );
|
||
|
|
||
|
}
|
||
|
|
||
|
currentRenderList.push( object, null, object.material, _vector3.z, null );
|
||
|
|
||
|
} else if ( object.isMesh || object.isLine || object.isPoints ) {
|
||
|
|
||
|
if ( object.isSkinnedMesh ) {
|
||
|
|
||
|
object.skeleton.update();
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
|
||
|
|
||
|
if ( sortObjects ) {
|
||
|
|
||
|
_vector3.setFromMatrixPosition( object.matrixWorld )
|
||
|
.applyMatrix4( _projScreenMatrix );
|
||
|
|
||
|
}
|
||
|
|
||
|
var geometry = objects.update( object );
|
||
|
var material = object.material;
|
||
|
|
||
|
if ( Array.isArray( material ) ) {
|
||
|
|
||
|
var groups = geometry.groups;
|
||
|
|
||
|
for ( var i = 0, l = groups.length; i < l; i ++ ) {
|
||
|
|
||
|
var group = groups[ i ];
|
||
|
var groupMaterial = material[ group.materialIndex ];
|
||
|
|
||
|
if ( groupMaterial && groupMaterial.visible ) {
|
||
|
|
||
|
currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( material.visible ) {
|
||
|
|
||
|
currentRenderList.push( object, geometry, material, _vector3.z, null );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
var children = object.children;
|
||
|
|
||
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
||
|
|
||
|
projectObject( children[ i ], camera, sortObjects );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function renderObjects( renderList, scene, camera, overrideMaterial ) {
|
||
|
|
||
|
for ( var i = 0, l = renderList.length; i < l; i ++ ) {
|
||
|
|
||
|
var renderItem = renderList[ i ];
|
||
|
|
||
|
var object = renderItem.object;
|
||
|
var geometry = renderItem.geometry;
|
||
|
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
|
||
|
var group = renderItem.group;
|
||
|
|
||
|
if ( camera.isArrayCamera ) {
|
||
|
|
||
|
_currentArrayCamera = camera;
|
||
|
|
||
|
var cameras = camera.cameras;
|
||
|
|
||
|
for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
|
||
|
|
||
|
var camera2 = cameras[ j ];
|
||
|
|
||
|
if ( object.layers.test( camera2.layers ) ) {
|
||
|
|
||
|
if ( 'viewport' in camera2 ) { // XR
|
||
|
|
||
|
state.viewport( _currentViewport.copy( camera2.viewport ) );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
var bounds = camera2.bounds;
|
||
|
|
||
|
var x = bounds.x * _width;
|
||
|
var y = bounds.y * _height;
|
||
|
var width = bounds.z * _width;
|
||
|
var height = bounds.w * _height;
|
||
|
|
||
|
state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
currentRenderState.setupLights( camera2 );
|
||
|
|
||
|
renderObject( object, scene, camera2, geometry, material, group );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
_currentArrayCamera = null;
|
||
|
|
||
|
renderObject( object, scene, camera, geometry, material, group );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function renderObject( object, scene, camera, geometry, material, group ) {
|
||
|
|
||
|
object.onBeforeRender( _this, scene, camera, geometry, material, group );
|
||
|
currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
|
||
|
|
||
|
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
||
|
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
|
||
|
|
||
|
if ( object.isImmediateRenderObject ) {
|
||
|
|
||
|
state.setMaterial( material );
|
||
|
|
||
|
var program = setProgram( camera, scene.fog, material, object );
|
||
|
|
||
|
_currentGeometryProgram.geometry = null;
|
||
|
_currentGeometryProgram.program = null;
|
||
|
_currentGeometryProgram.wireframe = false;
|
||
|
|
||
|
renderObjectImmediate( object, program );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
|
||
|
|
||
|
}
|
||
|
|
||
|
object.onAfterRender( _this, scene, camera, geometry, material, group );
|
||
|
currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
|
||
|
|
||
|
}
|
||
|
|
||
|
function initMaterial( material, fog, object ) {
|
||
|
|
||
|
var materialProperties = properties.get( material );
|
||
|
|
||
|
var lights = currentRenderState.state.lights;
|
||
|
var shadowsArray = currentRenderState.state.shadowsArray;
|
||
|
|
||
|
var lightsHash = materialProperties.lightsHash;
|
||
|
var lightsStateHash = lights.state.hash;
|
||
|
|
||
|
var parameters = programCache.getParameters(
|
||
|
material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
|
||
|
|
||
|
var code = programCache.getProgramCode( material, parameters );
|
||
|
|
||
|
var program = materialProperties.program;
|
||
|
var programChange = true;
|
||
|
|
||
|
if ( program === undefined ) {
|
||
|
|
||
|
// new material
|
||
|
material.addEventListener( 'dispose', onMaterialDispose );
|
||
|
|
||
|
} else if ( program.code !== code ) {
|
||
|
|
||
|
// changed glsl or parameters
|
||
|
releaseMaterialProgramReference( material );
|
||
|
|
||
|
} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
|
||
|
lightsHash.directionalLength !== lightsStateHash.directionalLength ||
|
||
|
lightsHash.pointLength !== lightsStateHash.pointLength ||
|
||
|
lightsHash.spotLength !== lightsStateHash.spotLength ||
|
||
|
lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
|
||
|
lightsHash.hemiLength !== lightsStateHash.hemiLength ||
|
||
|
lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {
|
||
|
|
||
|
lightsHash.stateID = lightsStateHash.stateID;
|
||
|
lightsHash.directionalLength = lightsStateHash.directionalLength;
|
||
|
lightsHash.pointLength = lightsStateHash.pointLength;
|
||
|
lightsHash.spotLength = lightsStateHash.spotLength;
|
||
|
lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
|
||
|
lightsHash.hemiLength = lightsStateHash.hemiLength;
|
||
|
lightsHash.shadowsLength = lightsStateHash.shadowsLength;
|
||
|
|
||
|
programChange = false;
|
||
|
|
||
|
} else if ( parameters.shaderID !== undefined ) {
|
||
|
|
||
|
// same glsl and uniform list
|
||
|
return;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
// only rebuild uniform list
|
||
|
programChange = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( programChange ) {
|
||
|
|
||
|
if ( parameters.shaderID ) {
|
||
|
|
||
|
var shader = ShaderLib[ parameters.shaderID ];
|
||
|
|
||
|
materialProperties.shader = {
|
||
|
name: material.type,
|
||
|
uniforms: UniformsUtils.clone( shader.uniforms ),
|
||
|
vertexShader: shader.vertexShader,
|
||
|
fragmentShader: shader.fragmentShader
|
||
|
};
|
||
|
|
||
|
} else {
|
||
|
|
||
|
materialProperties.shader = {
|
||
|
name: material.type,
|
||
|
uniforms: material.uniforms,
|
||
|
vertexShader: material.vertexShader,
|
||
|
fragmentShader: material.fragmentShader
|
||
|
};
|
||
|
|
||
|
}
|
||
|
|
||
|
material.onBeforeCompile( materialProperties.shader, _this );
|
||
|
|
||
|
// Computing code again as onBeforeCompile may have changed the shaders
|
||
|
code = programCache.getProgramCode( material, parameters );
|
||
|
|
||
|
program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
|
||
|
|
||
|
materialProperties.program = program;
|
||
|
material.program = program;
|
||
|
|
||
|
}
|
||
|
|
||
|
var programAttributes = program.getAttributes();
|
||
|
|
||
|
if ( material.morphTargets ) {
|
||
|
|
||
|
material.numSupportedMorphTargets = 0;
|
||
|
|
||
|
for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
|
||
|
|
||
|
if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
|
||
|
|
||
|
material.numSupportedMorphTargets ++;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.morphNormals ) {
|
||
|
|
||
|
material.numSupportedMorphNormals = 0;
|
||
|
|
||
|
for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
|
||
|
|
||
|
if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
|
||
|
|
||
|
material.numSupportedMorphNormals ++;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
var uniforms = materialProperties.shader.uniforms;
|
||
|
|
||
|
if ( ! material.isShaderMaterial &&
|
||
|
! material.isRawShaderMaterial ||
|
||
|
material.clipping === true ) {
|
||
|
|
||
|
materialProperties.numClippingPlanes = _clipping.numPlanes;
|
||
|
materialProperties.numIntersection = _clipping.numIntersection;
|
||
|
uniforms.clippingPlanes = _clipping.uniform;
|
||
|
|
||
|
}
|
||
|
|
||
|
materialProperties.fog = fog;
|
||
|
|
||
|
// store the light setup it was created for
|
||
|
if ( lightsHash === undefined ) {
|
||
|
|
||
|
materialProperties.lightsHash = lightsHash = {};
|
||
|
|
||
|
}
|
||
|
|
||
|
lightsHash.stateID = lightsStateHash.stateID;
|
||
|
lightsHash.directionalLength = lightsStateHash.directionalLength;
|
||
|
lightsHash.pointLength = lightsStateHash.pointLength;
|
||
|
lightsHash.spotLength = lightsStateHash.spotLength;
|
||
|
lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
|
||
|
lightsHash.hemiLength = lightsStateHash.hemiLength;
|
||
|
lightsHash.shadowsLength = lightsStateHash.shadowsLength;
|
||
|
|
||
|
if ( material.lights ) {
|
||
|
|
||
|
// wire up the material to this renderer's lighting state
|
||
|
|
||
|
uniforms.ambientLightColor.value = lights.state.ambient;
|
||
|
uniforms.directionalLights.value = lights.state.directional;
|
||
|
uniforms.spotLights.value = lights.state.spot;
|
||
|
uniforms.rectAreaLights.value = lights.state.rectArea;
|
||
|
uniforms.pointLights.value = lights.state.point;
|
||
|
uniforms.hemisphereLights.value = lights.state.hemi;
|
||
|
|
||
|
uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
|
||
|
uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
|
||
|
uniforms.spotShadowMap.value = lights.state.spotShadowMap;
|
||
|
uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
|
||
|
uniforms.pointShadowMap.value = lights.state.pointShadowMap;
|
||
|
uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
|
||
|
// TODO (abelnation): add area lights shadow info to uniforms
|
||
|
|
||
|
}
|
||
|
|
||
|
var progUniforms = materialProperties.program.getUniforms(),
|
||
|
uniformsList =
|
||
|
WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
|
||
|
|
||
|
materialProperties.uniformsList = uniformsList;
|
||
|
|
||
|
}
|
||
|
|
||
|
function setProgram( camera, fog, material, object ) {
|
||
|
|
||
|
_usedTextureUnits = 0;
|
||
|
|
||
|
var materialProperties = properties.get( material );
|
||
|
var lights = currentRenderState.state.lights;
|
||
|
|
||
|
var lightsHash = materialProperties.lightsHash;
|
||
|
var lightsStateHash = lights.state.hash;
|
||
|
|
||
|
if ( _clippingEnabled ) {
|
||
|
|
||
|
if ( _localClippingEnabled || camera !== _currentCamera ) {
|
||
|
|
||
|
var useCache =
|
||
|
camera === _currentCamera &&
|
||
|
material.id === _currentMaterialId;
|
||
|
|
||
|
// we might want to call this function with some ClippingGroup
|
||
|
// object instead of the material, once it becomes feasible
|
||
|
// (#8465, #8379)
|
||
|
_clipping.setState(
|
||
|
material.clippingPlanes, material.clipIntersection, material.clipShadows,
|
||
|
camera, materialProperties, useCache );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.needsUpdate === false ) {
|
||
|
|
||
|
if ( materialProperties.program === undefined ) {
|
||
|
|
||
|
material.needsUpdate = true;
|
||
|
|
||
|
} else if ( material.fog && materialProperties.fog !== fog ) {
|
||
|
|
||
|
material.needsUpdate = true;
|
||
|
|
||
|
} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
|
||
|
lightsHash.directionalLength !== lightsStateHash.directionalLength ||
|
||
|
lightsHash.pointLength !== lightsStateHash.pointLength ||
|
||
|
lightsHash.spotLength !== lightsStateHash.spotLength ||
|
||
|
lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
|
||
|
lightsHash.hemiLength !== lightsStateHash.hemiLength ||
|
||
|
lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
|
||
|
|
||
|
material.needsUpdate = true;
|
||
|
|
||
|
} else if ( materialProperties.numClippingPlanes !== undefined &&
|
||
|
( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
|
||
|
materialProperties.numIntersection !== _clipping.numIntersection ) ) {
|
||
|
|
||
|
material.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.needsUpdate ) {
|
||
|
|
||
|
initMaterial( material, fog, object );
|
||
|
material.needsUpdate = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
var refreshProgram = false;
|
||
|
var refreshMaterial = false;
|
||
|
var refreshLights = false;
|
||
|
|
||
|
var program = materialProperties.program,
|
||
|
p_uniforms = program.getUniforms(),
|
||
|
m_uniforms = materialProperties.shader.uniforms;
|
||
|
|
||
|
if ( state.useProgram( program.program ) ) {
|
||
|
|
||
|
refreshProgram = true;
|
||
|
refreshMaterial = true;
|
||
|
refreshLights = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.id !== _currentMaterialId ) {
|
||
|
|
||
|
_currentMaterialId = material.id;
|
||
|
|
||
|
refreshMaterial = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( refreshProgram || _currentCamera !== camera ) {
|
||
|
|
||
|
p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
|
||
|
|
||
|
if ( capabilities.logarithmicDepthBuffer ) {
|
||
|
|
||
|
p_uniforms.setValue( _gl, 'logDepthBufFC',
|
||
|
2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( _currentCamera !== camera ) {
|
||
|
|
||
|
_currentCamera = camera;
|
||
|
|
||
|
// lighting uniforms depend on the camera so enforce an update
|
||
|
// now, in case this material supports lights - or later, when
|
||
|
// the next material that does gets activated:
|
||
|
|
||
|
refreshMaterial = true; // set to true on material change
|
||
|
refreshLights = true; // remains set until update done
|
||
|
|
||
|
}
|
||
|
|
||
|
// load material specific uniforms
|
||
|
// (shader material also gets them for the sake of genericity)
|
||
|
|
||
|
if ( material.isShaderMaterial ||
|
||
|
material.isMeshPhongMaterial ||
|
||
|
material.isMeshStandardMaterial ||
|
||
|
material.envMap ) {
|
||
|
|
||
|
var uCamPos = p_uniforms.map.cameraPosition;
|
||
|
|
||
|
if ( uCamPos !== undefined ) {
|
||
|
|
||
|
uCamPos.setValue( _gl,
|
||
|
_vector3.setFromMatrixPosition( camera.matrixWorld ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.isMeshPhongMaterial ||
|
||
|
material.isMeshLambertMaterial ||
|
||
|
material.isMeshBasicMaterial ||
|
||
|
material.isMeshStandardMaterial ||
|
||
|
material.isShaderMaterial ||
|
||
|
material.skinning ) {
|
||
|
|
||
|
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// skinning uniforms must be set even if material didn't change
|
||
|
// auto-setting of texture unit for bone texture must go before other textures
|
||
|
// not sure why, but otherwise weird things happen
|
||
|
|
||
|
if ( material.skinning ) {
|
||
|
|
||
|
p_uniforms.setOptional( _gl, object, 'bindMatrix' );
|
||
|
p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
|
||
|
|
||
|
var skeleton = object.skeleton;
|
||
|
|
||
|
if ( skeleton ) {
|
||
|
|
||
|
var bones = skeleton.bones;
|
||
|
|
||
|
if ( capabilities.floatVertexTextures ) {
|
||
|
|
||
|
if ( skeleton.boneTexture === undefined ) {
|
||
|
|
||
|
// layout (1 matrix = 4 pixels)
|
||
|
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
|
||
|
// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
|
||
|
// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
|
||
|
// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
|
||
|
// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
|
||
|
|
||
|
|
||
|
var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
|
||
|
size = _Math.ceilPowerOfTwo( size );
|
||
|
size = Math.max( size, 4 );
|
||
|
|
||
|
var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
|
||
|
boneMatrices.set( skeleton.boneMatrices ); // copy current values
|
||
|
|
||
|
var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
|
||
|
boneTexture.needsUpdate = true;
|
||
|
|
||
|
skeleton.boneMatrices = boneMatrices;
|
||
|
skeleton.boneTexture = boneTexture;
|
||
|
skeleton.boneTextureSize = size;
|
||
|
|
||
|
}
|
||
|
|
||
|
p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
|
||
|
p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( refreshMaterial ) {
|
||
|
|
||
|
p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
|
||
|
p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
|
||
|
|
||
|
if ( material.lights ) {
|
||
|
|
||
|
// the current material requires lighting info
|
||
|
|
||
|
// note: all lighting uniforms are always set correctly
|
||
|
// they simply reference the renderer's state for their
|
||
|
// values
|
||
|
//
|
||
|
// use the current material's .needsUpdate flags to set
|
||
|
// the GL state when required
|
||
|
|
||
|
markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
|
||
|
|
||
|
}
|
||
|
|
||
|
// refresh uniforms common to several materials
|
||
|
|
||
|
if ( fog && material.fog ) {
|
||
|
|
||
|
refreshUniformsFog( m_uniforms, fog );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.isMeshBasicMaterial ) {
|
||
|
|
||
|
refreshUniformsCommon( m_uniforms, material );
|
||
|
|
||
|
} else if ( material.isMeshLambertMaterial ) {
|
||
|
|
||
|
refreshUniformsCommon( m_uniforms, material );
|
||
|
refreshUniformsLambert( m_uniforms, material );
|
||
|
|
||
|
} else if ( material.isMeshPhongMaterial ) {
|
||
|
|
||
|
refreshUniformsCommon( m_uniforms, material );
|
||
|
|
||
|
if ( material.isMeshToonMaterial ) {
|
||
|
|
||
|
refreshUniformsToon( m_uniforms, material );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
refreshUniformsPhong( m_uniforms, material );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( material.isMeshStandardMaterial ) {
|
||
|
|
||
|
refreshUniformsCommon( m_uniforms, material );
|
||
|
|
||
|
if ( material.isMeshPhysicalMaterial ) {
|
||
|
|
||
|
refreshUniformsPhysical( m_uniforms, material );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
refreshUniformsStandard( m_uniforms, material );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( material.isMeshMatcapMaterial ) {
|
||
|
|
||
|
refreshUniformsCommon( m_uniforms, material );
|
||
|
|
||
|
refreshUniformsMatcap( m_uniforms, material );
|
||
|
|
||
|
} else if ( material.isMeshDepthMaterial ) {
|
||
|
|
||
|
refreshUniformsCommon( m_uniforms, material );
|
||
|
refreshUniformsDepth( m_uniforms, material );
|
||
|
|
||
|
} else if ( material.isMeshDistanceMaterial ) {
|
||
|
|
||
|
refreshUniformsCommon( m_uniforms, material );
|
||
|
refreshUniformsDistance( m_uniforms, material );
|
||
|
|
||
|
} else if ( material.isMeshNormalMaterial ) {
|
||
|
|
||
|
refreshUniformsCommon( m_uniforms, material );
|
||
|
refreshUniformsNormal( m_uniforms, material );
|
||
|
|
||
|
} else if ( material.isLineBasicMaterial ) {
|
||
|
|
||
|
refreshUniformsLine( m_uniforms, material );
|
||
|
|
||
|
if ( material.isLineDashedMaterial ) {
|
||
|
|
||
|
refreshUniformsDash( m_uniforms, material );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( material.isPointsMaterial ) {
|
||
|
|
||
|
refreshUniformsPoints( m_uniforms, material );
|
||
|
|
||
|
} else if ( material.isSpriteMaterial ) {
|
||
|
|
||
|
refreshUniformsSprites( m_uniforms, material );
|
||
|
|
||
|
} else if ( material.isShadowMaterial ) {
|
||
|
|
||
|
m_uniforms.color.value = material.color;
|
||
|
m_uniforms.opacity.value = material.opacity;
|
||
|
|
||
|
}
|
||
|
|
||
|
// RectAreaLight Texture
|
||
|
// TODO (mrdoob): Find a nicer implementation
|
||
|
|
||
|
if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
|
||
|
if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
|
||
|
|
||
|
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
|
||
|
|
||
|
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
|
||
|
material.uniformsNeedUpdate = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.isSpriteMaterial ) {
|
||
|
|
||
|
p_uniforms.setValue( _gl, 'center', object.center );
|
||
|
|
||
|
}
|
||
|
|
||
|
// common matrices
|
||
|
|
||
|
p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
|
||
|
p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
|
||
|
p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
|
||
|
|
||
|
return program;
|
||
|
|
||
|
}
|
||
|
|
||
|
// Uniforms (refresh uniforms objects)
|
||
|
|
||
|
function refreshUniformsCommon( uniforms, material ) {
|
||
|
|
||
|
uniforms.opacity.value = material.opacity;
|
||
|
|
||
|
if ( material.color ) {
|
||
|
|
||
|
uniforms.diffuse.value = material.color;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.emissive ) {
|
||
|
|
||
|
uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.map ) {
|
||
|
|
||
|
uniforms.map.value = material.map;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.alphaMap ) {
|
||
|
|
||
|
uniforms.alphaMap.value = material.alphaMap;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.specularMap ) {
|
||
|
|
||
|
uniforms.specularMap.value = material.specularMap;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.envMap ) {
|
||
|
|
||
|
uniforms.envMap.value = material.envMap;
|
||
|
|
||
|
// don't flip CubeTexture envMaps, flip everything else:
|
||
|
// WebGLRenderTargetCube will be flipped for backwards compatibility
|
||
|
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
|
||
|
// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
|
||
|
uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
|
||
|
|
||
|
uniforms.reflectivity.value = material.reflectivity;
|
||
|
uniforms.refractionRatio.value = material.refractionRatio;
|
||
|
|
||
|
uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.lightMap ) {
|
||
|
|
||
|
uniforms.lightMap.value = material.lightMap;
|
||
|
uniforms.lightMapIntensity.value = material.lightMapIntensity;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.aoMap ) {
|
||
|
|
||
|
uniforms.aoMap.value = material.aoMap;
|
||
|
uniforms.aoMapIntensity.value = material.aoMapIntensity;
|
||
|
|
||
|
}
|
||
|
|
||
|
// uv repeat and offset setting priorities
|
||
|
// 1. color map
|
||
|
// 2. specular map
|
||
|
// 3. normal map
|
||
|
// 4. bump map
|
||
|
// 5. alpha map
|
||
|
// 6. emissive map
|
||
|
|
||
|
var uvScaleMap;
|
||
|
|
||
|
if ( material.map ) {
|
||
|
|
||
|
uvScaleMap = material.map;
|
||
|
|
||
|
} else if ( material.specularMap ) {
|
||
|
|
||
|
uvScaleMap = material.specularMap;
|
||
|
|
||
|
} else if ( material.displacementMap ) {
|
||
|
|
||
|
uvScaleMap = material.displacementMap;
|
||
|
|
||
|
} else if ( material.normalMap ) {
|
||
|
|
||
|
uvScaleMap = material.normalMap;
|
||
|
|
||
|
} else if ( material.bumpMap ) {
|
||
|
|
||
|
uvScaleMap = material.bumpMap;
|
||
|
|
||
|
} else if ( material.roughnessMap ) {
|
||
|
|
||
|
uvScaleMap = material.roughnessMap;
|
||
|
|
||
|
} else if ( material.metalnessMap ) {
|
||
|
|
||
|
uvScaleMap = material.metalnessMap;
|
||
|
|
||
|
} else if ( material.alphaMap ) {
|
||
|
|
||
|
uvScaleMap = material.alphaMap;
|
||
|
|
||
|
} else if ( material.emissiveMap ) {
|
||
|
|
||
|
uvScaleMap = material.emissiveMap;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( uvScaleMap !== undefined ) {
|
||
|
|
||
|
// backwards compatibility
|
||
|
if ( uvScaleMap.isWebGLRenderTarget ) {
|
||
|
|
||
|
uvScaleMap = uvScaleMap.texture;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( uvScaleMap.matrixAutoUpdate === true ) {
|
||
|
|
||
|
uvScaleMap.updateMatrix();
|
||
|
|
||
|
}
|
||
|
|
||
|
uniforms.uvTransform.value.copy( uvScaleMap.matrix );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsLine( uniforms, material ) {
|
||
|
|
||
|
uniforms.diffuse.value = material.color;
|
||
|
uniforms.opacity.value = material.opacity;
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsDash( uniforms, material ) {
|
||
|
|
||
|
uniforms.dashSize.value = material.dashSize;
|
||
|
uniforms.totalSize.value = material.dashSize + material.gapSize;
|
||
|
uniforms.scale.value = material.scale;
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsPoints( uniforms, material ) {
|
||
|
|
||
|
uniforms.diffuse.value = material.color;
|
||
|
uniforms.opacity.value = material.opacity;
|
||
|
uniforms.size.value = material.size * _pixelRatio;
|
||
|
uniforms.scale.value = _height * 0.5;
|
||
|
|
||
|
uniforms.map.value = material.map;
|
||
|
|
||
|
if ( material.map !== null ) {
|
||
|
|
||
|
if ( material.map.matrixAutoUpdate === true ) {
|
||
|
|
||
|
material.map.updateMatrix();
|
||
|
|
||
|
}
|
||
|
|
||
|
uniforms.uvTransform.value.copy( material.map.matrix );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsSprites( uniforms, material ) {
|
||
|
|
||
|
uniforms.diffuse.value = material.color;
|
||
|
uniforms.opacity.value = material.opacity;
|
||
|
uniforms.rotation.value = material.rotation;
|
||
|
uniforms.map.value = material.map;
|
||
|
|
||
|
if ( material.map !== null ) {
|
||
|
|
||
|
if ( material.map.matrixAutoUpdate === true ) {
|
||
|
|
||
|
material.map.updateMatrix();
|
||
|
|
||
|
}
|
||
|
|
||
|
uniforms.uvTransform.value.copy( material.map.matrix );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsFog( uniforms, fog ) {
|
||
|
|
||
|
uniforms.fogColor.value = fog.color;
|
||
|
|
||
|
if ( fog.isFog ) {
|
||
|
|
||
|
uniforms.fogNear.value = fog.near;
|
||
|
uniforms.fogFar.value = fog.far;
|
||
|
|
||
|
} else if ( fog.isFogExp2 ) {
|
||
|
|
||
|
uniforms.fogDensity.value = fog.density;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsLambert( uniforms, material ) {
|
||
|
|
||
|
if ( material.emissiveMap ) {
|
||
|
|
||
|
uniforms.emissiveMap.value = material.emissiveMap;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsPhong( uniforms, material ) {
|
||
|
|
||
|
uniforms.specular.value = material.specular;
|
||
|
uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
|
||
|
|
||
|
if ( material.emissiveMap ) {
|
||
|
|
||
|
uniforms.emissiveMap.value = material.emissiveMap;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.bumpMap ) {
|
||
|
|
||
|
uniforms.bumpMap.value = material.bumpMap;
|
||
|
uniforms.bumpScale.value = material.bumpScale;
|
||
|
if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.normalMap ) {
|
||
|
|
||
|
uniforms.normalMap.value = material.normalMap;
|
||
|
uniforms.normalScale.value.copy( material.normalScale );
|
||
|
if ( material.side === BackSide ) uniforms.normalScale.value.negate();
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.displacementMap ) {
|
||
|
|
||
|
uniforms.displacementMap.value = material.displacementMap;
|
||
|
uniforms.displacementScale.value = material.displacementScale;
|
||
|
uniforms.displacementBias.value = material.displacementBias;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsToon( uniforms, material ) {
|
||
|
|
||
|
refreshUniformsPhong( uniforms, material );
|
||
|
|
||
|
if ( material.gradientMap ) {
|
||
|
|
||
|
uniforms.gradientMap.value = material.gradientMap;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsStandard( uniforms, material ) {
|
||
|
|
||
|
uniforms.roughness.value = material.roughness;
|
||
|
uniforms.metalness.value = material.metalness;
|
||
|
|
||
|
if ( material.roughnessMap ) {
|
||
|
|
||
|
uniforms.roughnessMap.value = material.roughnessMap;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.metalnessMap ) {
|
||
|
|
||
|
uniforms.metalnessMap.value = material.metalnessMap;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.emissiveMap ) {
|
||
|
|
||
|
uniforms.emissiveMap.value = material.emissiveMap;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.bumpMap ) {
|
||
|
|
||
|
uniforms.bumpMap.value = material.bumpMap;
|
||
|
uniforms.bumpScale.value = material.bumpScale;
|
||
|
if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.normalMap ) {
|
||
|
|
||
|
uniforms.normalMap.value = material.normalMap;
|
||
|
uniforms.normalScale.value.copy( material.normalScale );
|
||
|
if ( material.side === BackSide ) uniforms.normalScale.value.negate();
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.displacementMap ) {
|
||
|
|
||
|
uniforms.displacementMap.value = material.displacementMap;
|
||
|
uniforms.displacementScale.value = material.displacementScale;
|
||
|
uniforms.displacementBias.value = material.displacementBias;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.envMap ) {
|
||
|
|
||
|
//uniforms.envMap.value = material.envMap; // part of uniforms common
|
||
|
uniforms.envMapIntensity.value = material.envMapIntensity;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsPhysical( uniforms, material ) {
|
||
|
|
||
|
refreshUniformsStandard( uniforms, material );
|
||
|
|
||
|
uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
|
||
|
|
||
|
uniforms.clearCoat.value = material.clearCoat;
|
||
|
uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsMatcap( uniforms, material ) {
|
||
|
|
||
|
if ( material.matcap ) {
|
||
|
|
||
|
uniforms.matcap.value = material.matcap;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.bumpMap ) {
|
||
|
|
||
|
uniforms.bumpMap.value = material.bumpMap;
|
||
|
uniforms.bumpScale.value = material.bumpScale;
|
||
|
if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.normalMap ) {
|
||
|
|
||
|
uniforms.normalMap.value = material.normalMap;
|
||
|
uniforms.normalScale.value.copy( material.normalScale );
|
||
|
if ( material.side === BackSide ) uniforms.normalScale.value.negate();
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.displacementMap ) {
|
||
|
|
||
|
uniforms.displacementMap.value = material.displacementMap;
|
||
|
uniforms.displacementScale.value = material.displacementScale;
|
||
|
uniforms.displacementBias.value = material.displacementBias;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsDepth( uniforms, material ) {
|
||
|
|
||
|
if ( material.displacementMap ) {
|
||
|
|
||
|
uniforms.displacementMap.value = material.displacementMap;
|
||
|
uniforms.displacementScale.value = material.displacementScale;
|
||
|
uniforms.displacementBias.value = material.displacementBias;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsDistance( uniforms, material ) {
|
||
|
|
||
|
if ( material.displacementMap ) {
|
||
|
|
||
|
uniforms.displacementMap.value = material.displacementMap;
|
||
|
uniforms.displacementScale.value = material.displacementScale;
|
||
|
uniforms.displacementBias.value = material.displacementBias;
|
||
|
|
||
|
}
|
||
|
|
||
|
uniforms.referencePosition.value.copy( material.referencePosition );
|
||
|
uniforms.nearDistance.value = material.nearDistance;
|
||
|
uniforms.farDistance.value = material.farDistance;
|
||
|
|
||
|
}
|
||
|
|
||
|
function refreshUniformsNormal( uniforms, material ) {
|
||
|
|
||
|
if ( material.bumpMap ) {
|
||
|
|
||
|
uniforms.bumpMap.value = material.bumpMap;
|
||
|
uniforms.bumpScale.value = material.bumpScale;
|
||
|
if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.normalMap ) {
|
||
|
|
||
|
uniforms.normalMap.value = material.normalMap;
|
||
|
uniforms.normalScale.value.copy( material.normalScale );
|
||
|
if ( material.side === BackSide ) uniforms.normalScale.value.negate();
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( material.displacementMap ) {
|
||
|
|
||
|
uniforms.displacementMap.value = material.displacementMap;
|
||
|
uniforms.displacementScale.value = material.displacementScale;
|
||
|
uniforms.displacementBias.value = material.displacementBias;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// If uniforms are marked as clean, they don't need to be loaded to the GPU.
|
||
|
|
||
|
function markUniformsLightsNeedsUpdate( uniforms, value ) {
|
||
|
|
||
|
uniforms.ambientLightColor.needsUpdate = value;
|
||
|
|
||
|
uniforms.directionalLights.needsUpdate = value;
|
||
|
uniforms.pointLights.needsUpdate = value;
|
||
|
uniforms.spotLights.needsUpdate = value;
|
||
|
uniforms.rectAreaLights.needsUpdate = value;
|
||
|
uniforms.hemisphereLights.needsUpdate = value;
|
||
|
|
||
|
}
|
||
|
|
||
|
// Textures
|
||
|
|
||
|
function allocTextureUnit() {
|
||
|
|
||
|
var textureUnit = _usedTextureUnits;
|
||
|
|
||
|
if ( textureUnit >= capabilities.maxTextures ) {
|
||
|
|
||
|
console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
|
||
|
|
||
|
}
|
||
|
|
||
|
_usedTextureUnits += 1;
|
||
|
|
||
|
return textureUnit;
|
||
|
|
||
|
}
|
||
|
|
||
|
this.allocTextureUnit = allocTextureUnit;
|
||
|
|
||
|
// this.setTexture2D = setTexture2D;
|
||
|
this.setTexture2D = ( function () {
|
||
|
|
||
|
var warned = false;
|
||
|
|
||
|
// backwards compatibility: peel texture.texture
|
||
|
return function setTexture2D( texture, slot ) {
|
||
|
|
||
|
if ( texture && texture.isWebGLRenderTarget ) {
|
||
|
|
||
|
if ( ! warned ) {
|
||
|
|
||
|
console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
|
||
|
warned = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
texture = texture.texture;
|
||
|
|
||
|
}
|
||
|
|
||
|
textures.setTexture2D( texture, slot );
|
||
|
|
||
|
};
|
||
|
|
||
|
}() );
|
||
|
|
||
|
this.setTexture3D = ( function () {
|
||
|
|
||
|
// backwards compatibility: peel texture.texture
|
||
|
return function setTexture3D( texture, slot ) {
|
||
|
|
||
|
textures.setTexture3D( texture, slot );
|
||
|
|
||
|
};
|
||
|
|
||
|
}() );
|
||
|
|
||
|
this.setTexture = ( function () {
|
||
|
|
||
|
var warned = false;
|
||
|
|
||
|
return function setTexture( texture, slot ) {
|
||
|
|
||
|
if ( ! warned ) {
|
||
|
|
||
|
console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
|
||
|
warned = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
textures.setTexture2D( texture, slot );
|
||
|
|
||
|
};
|
||
|
|
||
|
}() );
|
||
|
|
||
|
this.setTextureCube = ( function () {
|
||
|
|
||
|
var warned = false;
|
||
|
|
||
|
return function setTextureCube( texture, slot ) {
|
||
|
|
||
|
// backwards compatibility: peel texture.texture
|
||
|
if ( texture && texture.isWebGLRenderTargetCube ) {
|
||
|
|
||
|
if ( ! warned ) {
|
||
|
|
||
|
console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
|
||
|
warned = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
texture = texture.texture;
|
||
|
|
||
|
}
|
||
|
|
||
|
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
|
||
|
// TODO: unify these code paths
|
||
|
if ( ( texture && texture.isCubeTexture ) ||
|
||
|
( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
|
||
|
|
||
|
// CompressedTexture can have Array in image :/
|
||
|
|
||
|
// this function alone should take care of cube textures
|
||
|
textures.setTextureCube( texture, slot );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
// assumed: texture property of THREE.WebGLRenderTargetCube
|
||
|
|
||
|
textures.setTextureCubeDynamic( texture, slot );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
}() );
|
||
|
|
||
|
//
|
||
|
|
||
|
this.setFramebuffer = function ( value ) {
|
||
|
|
||
|
_framebuffer = value;
|
||
|
|
||
|
};
|
||
|
|
||
|
this.getRenderTarget = function () {
|
||
|
|
||
|
return _currentRenderTarget;
|
||
|
|
||
|
};
|
||
|
|
||
|
this.setRenderTarget = function ( renderTarget ) {
|
||
|
|
||
|
_currentRenderTarget = renderTarget;
|
||
|
|
||
|
if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
|
||
|
|
||
|
textures.setupRenderTarget( renderTarget );
|
||
|
|
||
|
}
|
||
|
|
||
|
var framebuffer = _framebuffer;
|
||
|
var isCube = false;
|
||
|
|
||
|
if ( renderTarget ) {
|
||
|
|
||
|
var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
|
||
|
|
||
|
if ( renderTarget.isWebGLRenderTargetCube ) {
|
||
|
|
||
|
framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
|
||
|
isCube = true;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
framebuffer = __webglFramebuffer;
|
||
|
|
||
|
}
|
||
|
|
||
|
_currentViewport.copy( renderTarget.viewport );
|
||
|
_currentScissor.copy( renderTarget.scissor );
|
||
|
_currentScissorTest = renderTarget.scissorTest;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
|
||
|
_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
|
||
|
_currentScissorTest = _scissorTest;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( _currentFramebuffer !== framebuffer ) {
|
||
|
|
||
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
||
|
_currentFramebuffer = framebuffer;
|
||
|
|
||
|
}
|
||
|
|
||
|
state.viewport( _currentViewport );
|
||
|
state.scissor( _currentScissor );
|
||
|
state.setScissorTest( _currentScissorTest );
|
||
|
|
||
|
if ( isCube ) {
|
||
|
|
||
|
var textureProperties = properties.get( renderTarget.texture );
|
||
|
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
|
||
|
|
||
|
if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
|
||
|
|
||
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
|
||
|
|
||
|
if ( framebuffer ) {
|
||
|
|
||
|
var restore = false;
|
||
|
|
||
|
if ( framebuffer !== _currentFramebuffer ) {
|
||
|
|
||
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
||
|
|
||
|
restore = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
try {
|
||
|
|
||
|
var texture = renderTarget.texture;
|
||
|
var textureFormat = texture.format;
|
||
|
var textureType = texture.type;
|
||
|
|
||
|
if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
|
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|
||
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console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
|
||
|
! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
|
||
|
! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
|
||
|
|
||
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
|
||
|
|
||
|
// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
|
||
|
|
||
|
if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
|
||
|
|
||
|
_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
|
||
|
|
||
|
}
|
||
|
|
||
|
} finally {
|
||
|
|
||
|
if ( restore ) {
|
||
|
|
||
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.copyFramebufferToTexture = function ( position, texture, level ) {
|
||
|
|
||
|
var width = texture.image.width;
|
||
|
var height = texture.image.height;
|
||
|
var glFormat = utils.convert( texture.format );
|
||
|
|
||
|
this.setTexture2D( texture, 0 );
|
||
|
|
||
|
_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );
|
||
|
|
||
|
};
|
||
|
|
||
|
this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
|
||
|
|
||
|
var width = srcTexture.image.width;
|
||
|
var height = srcTexture.image.height;
|
||
|
var glFormat = utils.convert( dstTexture.format );
|
||
|
var glType = utils.convert( dstTexture.type );
|
||
|
|
||
|
this.setTexture2D( dstTexture, 0 );
|
||
|
|
||
|
if ( srcTexture.isDataTexture ) {
|
||
|
|
||
|
_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
export { WebGLRenderer };
|