提交 08dcc556 编写于 作者: G gero3

add WebglCapabilities

上级 26f31198
......@@ -19,15 +19,12 @@ THREE.WebGLRenderer = function ( parameters ) {
pixelRatio = 1,
_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
_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,
_logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
_clearColor = new THREE.Color( 0x000000 ),
_clearAlpha = 0;
......@@ -192,6 +189,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
var extensions = new THREE.WebGLExtensions( _gl );
var capabilities = new THREE.WebGLCapabilities(_gl, extensions, parameters )
extensions.get( 'OES_texture_float' );
extensions.get( 'OES_texture_float_linear' );
......@@ -206,12 +204,12 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if ( _logarithmicDepthBuffer ) {
if ( capabilities.logarithmicDepthBuffer ) {
extensions.get( 'EXT_frag_depth' );
}
var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
var properties = new THREE.WebGLProperties();
var objects = new THREE.WebGLObjects( _gl, properties, this.info );
......@@ -269,24 +267,6 @@ THREE.WebGLRenderer = function ( parameters ) {
this.shadowMap = shadowMap;
// GPU capabilities
var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
var _supportsVertexTextures = _maxVertexTextures > 0;
var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
var _maxPrecision = state.getMaxPrecision( _precision );
if ( _maxPrecision !== _precision ) {
console.warn( 'THREE.WebGLRenderer:', _precision, 'not supported, using', _maxPrecision, 'instead.' );
_precision = _maxPrecision;
}
// Plugins
......@@ -341,7 +321,7 @@ THREE.WebGLRenderer = function ( parameters ) {
this.getPrecision = function () {
return _precision;
return capabilities.precision;
};
......@@ -1428,11 +1408,11 @@ THREE.WebGLRenderer = function ( parameters ) {
var maxLightCount = allocateLights( lights );
var maxShadows = allocateShadows( lights );
var maxBones = allocateBones( object );
var precision = _precision;
var precision = capabilities.precision;
if ( material.precision !== null ) {
precision = state.getMaxPrecision( material.precision );
precision = capabilities.getMaxPrecision( material.precision );
if ( precision !== material.precision ) {
......@@ -1445,7 +1425,7 @@ THREE.WebGLRenderer = function ( parameters ) {
var parameters = {
precision: precision,
supportsVertexTextures: _supportsVertexTextures,
supportsVertexTextures: capabilities.supportsVertexTextures,
map: !! material.map,
envMap: !! material.envMap,
......@@ -1469,11 +1449,11 @@ THREE.WebGLRenderer = function ( parameters ) {
flatShading: material.shading === THREE.FlatShading,
sizeAttenuation: material.sizeAttenuation,
logarithmicDepthBuffer: _logarithmicDepthBuffer,
logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
skinning: material.skinning,
maxBones: maxBones,
useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
useVertexTexture: capabilities.supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
morphTargets: material.morphTargets,
morphNormals: material.morphNormals,
......@@ -1740,7 +1720,7 @@ THREE.WebGLRenderer = function ( parameters ) {
_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
if ( _logarithmicDepthBuffer ) {
if ( capabilities.logarithmicDepthBuffer ) {
_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
......@@ -1799,7 +1779,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
if ( capabilities.supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
if ( p_uniforms.boneTexture !== undefined ) {
......@@ -2205,9 +2185,9 @@ THREE.WebGLRenderer = function ( parameters ) {
var textureUnit = _usedTextureUnits;
if ( textureUnit >= _maxTextures ) {
if ( textureUnit >= capabilities.maxTextures ) {
console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
}
......@@ -2860,7 +2840,7 @@ THREE.WebGLRenderer = function ( parameters ) {
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
texture.image = clampToMaxSize( texture.image, _maxTextureSize );
texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
var image = texture.image,
isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
......@@ -3045,7 +3025,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
} else {
......@@ -3508,7 +3488,7 @@ THREE.WebGLRenderer = function ( parameters ) {
function allocateBones ( object ) {
if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
if ( capabilities.supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
return 1024;
......@@ -3633,7 +3613,7 @@ THREE.WebGLRenderer = function ( parameters ) {
this.supportsVertexTextures = function () {
return _supportsVertexTextures;
return capabilities.supportsVertexTextures;
};
......
THREE.WebGLCapabilities = function( gl, extensions, parameters ){
this.getMaxPrecision = function ( precision ) {
if ( precision === 'highp' ) {
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
return 'highp';
}
precision = 'mediump';
}
if ( precision === 'mediump' ) {
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
return 'mediump';
}
}
return 'lowp';
};
// GPU capabilities
this.precision = parameters.precision !== undefined ? parameters.precision : 'highp',
this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false;
this.maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
this.maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
this.maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
this.maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
this.supportsVertexTextures = this.maxVertexTextures > 0;
this.supportsBoneTextures = this.supportsVertexTextures && extensions.get( 'OES_texture_float' );
var _maxPrecision = this.getMaxPrecision( this.precision );
if ( _maxPrecision !== this.precision ) {
console.warn( 'THREE.WebGLRenderer:', this.precision, 'not supported, using', _maxPrecision, 'instead.' );
this.precision = _maxPrecision;
}
};
......@@ -159,6 +159,7 @@
"src/renderers/webgl/WebGLBufferRenderer.js",
"src/renderers/webgl/WebGLIndexedBufferRenderer.js",
"src/renderers/webgl/WebGLExtensions.js",
"src/renderers/webgl/WebGLCapabilities.js",
"src/renderers/webgl/WebGLGeometries.js",
"src/renderers/webgl/WebGLObjects.js",
"src/renderers/webgl/WebGLProgram.js",
......
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