fireball/lib/renderers/WebGL2Renderer.js

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2018-12-25 13:59:22 +00:00
/**
* @author mrdoob / http://mrdoob.com/
*/
import { REVISION } from '../constants.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
import { WebGLState } from './webgl/WebGLState.js';
import { Color } from '../math/Color.js';
import { Vector4 } from '../math/Vector4.js';
function WebGL2Renderer( parameters ) {
console.log( 'THREE.WebGL2Renderer', REVISION );
parameters = parameters || {};
var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
_context = parameters.context !== undefined ? parameters.context : null,
_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
_depth = parameters.depth !== undefined ? parameters.depth : true,
_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
// initialize
var gl;
try {
var attributes = {
alpha: _alpha,
depth: _depth,
stencil: _stencil,
antialias: _antialias,
premultipliedAlpha: _premultipliedAlpha,
preserveDrawingBuffer: _preserveDrawingBuffer,
powerPreference: _powerPreference
};
// event listeners must be registered before WebGL context is created, see #12753
_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
_canvas.addEventListener( 'webglcontextrestored', function () { } );
gl = _context || _canvas.getContext( 'webgl2', attributes );
if ( gl === null ) {
if ( _canvas.getContext( 'webgl2' ) !== null ) {
throw new Error( 'Error creating WebGL2 context with your selected attributes.' );
} else {
throw new Error( 'Error creating WebGL2 context.' );
}
}
} catch ( error ) {
console.error( 'THREE.WebGL2Renderer: ' + error.message );
}
//
var _autoClear = true,
_autoClearColor = true,
_autoClearDepth = true,
_autoClearStencil = true,
_clearColor = new Color( 0x000000 ),
_clearAlpha = 0,
_width = _canvas.width,
_height = _canvas.height,
_pixelRatio = 1,
_viewport = new Vector4( 0, 0, _width, _height );
var extensions = new WebGLExtensions( gl );
var state = new WebGLState( gl, extensions, function () {} );
//
function clear( color, depth, stencil ) {
var bits = 0;
if ( color === undefined || color ) bits |= gl.COLOR_BUFFER_BIT;
if ( depth === undefined || depth ) bits |= gl.DEPTH_BUFFER_BIT;
if ( stencil === undefined || stencil ) bits |= gl.STENCIL_BUFFER_BIT;
gl.clear( bits );
}
function setPixelRatio( value ) {
if ( value === undefined ) return;
_pixelRatio = value;
setSize( _viewport.z, _viewport.w, false );
}
function setSize( width, height, updateStyle ) {
_width = width;
_height = height;
_canvas.width = width * _pixelRatio;
_canvas.height = height * _pixelRatio;
if ( updateStyle !== false ) {
_canvas.style.width = width + 'px';
_canvas.style.height = height + 'px';
}
setViewport( 0, 0, width, height );
}
function setViewport( x, y, width, height ) {
state.viewport( _viewport.set( x, y, width, height ) );
}
function render( scene, camera ) {
if ( camera !== undefined && camera.isCamera !== true ) {
console.error( 'THREE.WebGL2Renderer.render: camera is not an instance of THREE.Camera.' );
return;
}
var background = scene.background;
var forceClear = false;
if ( background === null ) {
state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
} else if ( background && background.isColor ) {
state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
forceClear = true;
}
if ( _autoClear || forceClear ) {
this.clear( _autoClearColor, _autoClearDepth, _autoClearStencil );
}
}
function onContextLost( event ) {
event.preventDefault();
}
return {
domElement: _canvas,
clear: clear,
setPixelRatio: setPixelRatio,
setSize: setSize,
render: render
};
}
export { WebGL2Renderer };