WebGLRenderer.js 66.8 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, DoubleSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { Matrix4 } from '../math/Matrix4';
import { WebGLUniforms } from './webgl/WebGLUniforms';
import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxBufferGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneBufferGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
import { WebGLLights } from './webgl/WebGLLights';
import { WebGLPrograms } from './webgl/WebGLPrograms';
import { WebGLObjects } from './webgl/WebGLObjects';
import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
import { Sphere } from '../math/Sphere';
import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @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,
		_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;
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	var lights = [];
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	var opaqueObjects = [];
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	var opaqueObjectsLastIndex = - 1;
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	var transparentObjects = [];
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	var transparentObjectsLastIndex = - 1;
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	var morphInfluences = new Float32Array( 8 );

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	var sprites = [];
	var lensFlares = [];

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	// public properties

	this.domElement = _canvas;
	this.context = null;

	// clearing

	this.autoClear = true;
	this.autoClearColor = true;
	this.autoClearDepth = true;
	this.autoClearStencil = true;

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

	this.clippingPlanes = [];
	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;
	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;
	this.toneMappingWhitePoint = 1.0;

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	// morphs

	this.maxMorphTargets = 8;
	this.maxMorphNormals = 4;

	// internal properties

	var _this = this,

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		// internal state cache
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		_currentProgram = null,
		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
		_currentCamera = null,
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		_currentViewport = new Vector4(),
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		//
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		_usedTextureUnits = 0,
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		//
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		_clearColor = new Color( 0x000000 ),
		_clearAlpha = 0,
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		_sphere = new Sphere(),
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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	_vector3 = new THREE.Vector3(),
	_matrix4 = new THREE.Matrix4(), _matrix42 = new THREE.Matrix4(),
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		// light arrays cache
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		_lights = {
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			hash: '',
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		ambient: [ 0, 0, 0 ],
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		directional: [],
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		directionalShadowMap: [],
		directionalShadowMatrix: [],
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		spot: [],
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		spotShadowMap: [],
		spotShadowMatrix: [],
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		rectArea: [],
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		point: [],
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		pointShadowMap: [],
		pointShadowMatrix: [],
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		hemi: [],

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			shadows: []
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		},
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		// info
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		_infoRender = {
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			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0
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		};
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	this.info = {
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		render: _infoRender,
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		memory: {

			geometries: 0,
			textures: 0

		},
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

		var attributes = {
			alpha: _alpha,
			depth: _depth,
			stencil: _stencil,
			antialias: _antialias,
			premultipliedAlpha: _premultipliedAlpha,
			preserveDrawingBuffer: _preserveDrawingBuffer
		};

		_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );

		if ( _gl === null ) {

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			if ( _canvas.getContext( 'webgl' ) !== null ) {
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				throw 'Error creating WebGL context with your selected attributes.';

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

				return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

			};

		}

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		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
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	} catch ( error ) {

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		console.error( 'THREE.WebGLRenderer: ' + error );
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	}

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	var extensions = new WebGLExtensions( _gl );
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	extensions.get( 'WEBGL_depth_texture' );
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	extensions.get( 'OES_texture_float' );
	extensions.get( 'OES_texture_float_linear' );
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	extensions.get( 'OES_texture_half_float' );
	extensions.get( 'OES_texture_half_float_linear' );
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	extensions.get( 'OES_standard_derivatives' );
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	extensions.get( 'ANGLE_instanced_arrays' );
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	if ( extensions.get( 'OES_element_index_uint' ) ) {

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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	var capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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	var state = new WebGLState( _gl, extensions, paramThreeToGL );
	var properties = new WebGLProperties();
	var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info );
	var objects = new WebGLObjects( _gl, properties, this.info );
	var programCache = new WebGLPrograms( this, capabilities );
	var lightCache = new WebGLLights();
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	this.info.programs = programCache.programs;

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	var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
	var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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	//

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	var backgroundCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
	var backgroundCamera2 = new PerspectiveCamera();
	var backgroundPlaneMesh = new Mesh(
		new PlaneBufferGeometry( 2, 2 ),
		new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
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	);
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	var backgroundBoxShader = ShaderLib[ 'cube' ];
	var backgroundBoxMesh = new Mesh(
		new BoxBufferGeometry( 5, 5, 5 ),
		new ShaderMaterial( {
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			uniforms: backgroundBoxShader.uniforms,
			vertexShader: backgroundBoxShader.vertexShader,
			fragmentShader: backgroundBoxShader.fragmentShader,
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			side: BackSide,
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			depthTest: false,
			depthWrite: false,
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			fog: false
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		} )
	);

	//

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	function getTargetPixelRatio() {

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		return _currentRenderTarget === null ? _pixelRatio : 1;
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	}

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	function setDefaultGLState() {
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		state.init();
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
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	}
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	function resetGLState() {
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		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

	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.state = state;
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	// shadow map

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	var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities );
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	this.shadowMap = shadowMap;
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	// Plugins

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	var spritePlugin = new SpritePlugin( this, sprites );
	var lensFlarePlugin = new LensFlarePlugin( this, lensFlares );
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

		extensions.get( 'WEBGL_lose_context' ).loseContext();

	};

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	this.getMaxAnisotropy = function () {
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		return capabilities.getMaxAnisotropy();
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	};
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	this.getPrecision = function () {

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

		this.setSize( _viewport.z, _viewport.w, false );
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	};

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		_width = width;
		_height = height;

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		_canvas.width = width * _pixelRatio;
		_canvas.height = height * _pixelRatio;
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		if ( updateStyle !== false ) {
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			_canvas.style.width = width + 'px';
			_canvas.style.height = height + 'px';
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		}
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		this.setViewport( 0, 0, width, height );
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	};

	this.setViewport = function ( x, y, width, height ) {

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		state.viewport( _viewport.set( x, y, width, height ) );
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	};

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	this.setScissor = function ( x, y, width, height ) {
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		state.scissor( _scissor.set( x, y, width, height ) );
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	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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	this.getClearColor = function () {
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		return _clearColor;
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	};

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	this.setClearColor = function ( color, alpha ) {
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		_clearColor.set( color );
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		_clearAlpha = alpha !== undefined ? alpha : 1;
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		state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
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	};

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	this.getClearAlpha = function () {
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		return _clearAlpha;
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	};

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	this.setClearAlpha = function ( alpha ) {
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		_clearAlpha = alpha;
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		state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
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	};

	this.clear = function ( 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 );
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	};

	this.clearColor = function () {

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		this.clear( true, false, false );
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	};

	this.clearDepth = function () {

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		this.clear( false, true, false );
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	};

	this.clearStencil = function () {

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		this.clear( false, false, true );
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	};

	this.clearTarget = function ( renderTarget, color, depth, stencil ) {

		this.setRenderTarget( renderTarget );
		this.clear( color, depth, stencil );

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function() {

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		transparentObjects = [];
		transparentObjectsLastIndex = -1;
		opaqueObjects = [];
		opaqueObjectsLastIndex = -1;

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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

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	}
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	function onMaterialDispose( event ) {
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		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

		properties.delete( material );

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	}
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	function releaseMaterialProgramReference( material ) {
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		var programInfo = properties.get( material ).program;
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		material.program = undefined;

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		if ( programInfo !== undefined ) {
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			programCache.releaseProgram( programInfo );
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		}

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	}
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	// Buffer rendering

	this.renderBufferImmediate = function ( object, program, material ) {

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		state.initAttributes();
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		var buffers = properties.get( object );
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		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();
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Mr.doob 已提交
607

608
		var attributes = program.getAttributes();
609

M
Mr.doob 已提交
610 611
		if ( object.hasPositions ) {

612
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
613
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
614

615 616
			state.enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
617 618 619 620 621

		}

		if ( object.hasNormals ) {

622
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
623

624
			if ( ! material.isMeshPhongMaterial &&
625 626
				! material.isMeshStandardMaterial &&
				material.shading === FlatShading ) {
M
Mr.doob 已提交
627

628
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
629

630
					var array = object.normalArray;
M
Mr.doob 已提交
631

632 633 634
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
635

636 637 638
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
639

640 641 642
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
643

644 645 646
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
647 648 649 650 651 652

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
653

654
			state.enableAttribute( attributes.normal );
655

656
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
657 658 659 660 661

		}

		if ( object.hasUvs && material.map ) {

662
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
663
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
664

665
			state.enableAttribute( attributes.uv );
666

667
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
668 669 670

		}

R
Rich Harris 已提交
671
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
672

673
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
674
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
675

676
			state.enableAttribute( attributes.color );
677

678
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
679 680 681

		}

682
		state.disableUnusedAttributes();
683

M
Mr.doob 已提交
684 685 686 687 688 689
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

690
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
691

M
Mr.doob 已提交
692 693
		setMaterial( material );

694
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
695

M
Mr.doob 已提交
696 697
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

			var activeInfluences = [];

			for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {

				var influence = morphTargetInfluences[ i ];
				activeInfluences.push( [ influence, i ] );

			}

721
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
722 723 724 725 726 727 728

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

729 730
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
731 732 733 734 735 736 737
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

				var influence = activeInfluences[ i ];
				morphInfluences[ i ] = influence[ 0 ];

				if ( influence[ 0 ] !== 0 ) {

738
					var index = influence[ 1 ];
M
Mr.doob 已提交
739

740 741
					if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
					if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
M
Mr.doob 已提交
742 743 744

				} else {

745 746
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
747 748 749 750 751

				}

			}

752 753 754 755 756 757
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

T
tschw 已提交
758
			program.getUniforms().setValue(
759
				_gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
760 761 762 763 764

			updateBuffers = true;

		}

765 766
		//

767
		var index = geometry.index;
768
		var position = geometry.attributes.position;
769
		var rangeFactor = 1;
770

771 772
		if ( material.wireframe === true ) {

773
			index = objects.getWireframeAttribute( geometry );
774
			rangeFactor = 2;
775 776 777

		}

778 779
		var renderer;

780
		if ( index !== null ) {
781

782 783
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
784

785
		} else {
786

787
			renderer = bufferRenderer;
788

789
		}
M
Mr.doob 已提交
790

791
		if ( updateBuffers ) {
M
Mr.doob 已提交
792

793
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
794

795
			if ( index !== null ) {
796

797
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
798 799 800

			}

801
		}
802

803 804
		//

805
		var dataCount = 0;
806

M
Mr.doob 已提交
807
		if ( index !== null ) {
808

M
Mr.doob 已提交
809
			dataCount = index.count;
810

M
Mr.doob 已提交
811
		} else if ( position !== undefined ) {
812

M
Mr.doob 已提交
813
			dataCount = position.count;
814

M
Mr.doob 已提交
815
		}
816

M
Mr.doob 已提交
817 818
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
819

M
Mr.doob 已提交
820 821
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
822

M
Mr.doob 已提交
823 824
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
825 826 827

		var drawCount = Math.max( 0, drawEnd - drawStart + 1 );

828 829
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
830
		//
831

832
		if ( object.isMesh ) {
833

834
			if ( material.wireframe === true ) {
835

836
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
837
				renderer.setMode( _gl.LINES );
838

839
			} else {
M
Mr.doob 已提交
840 841

				switch ( object.drawMode ) {
842

R
Rich Harris 已提交
843
					case TrianglesDrawMode:
B
Ben Adams 已提交
844 845 846
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
847
					case TriangleStripDrawMode:
B
Ben Adams 已提交
848 849 850
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
851
					case TriangleFanDrawMode:
B
Ben Adams 已提交
852 853 854 855
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
856

857
			}
858

859

860
		} else if ( object.isLine ) {
861

862
			var lineWidth = material.linewidth;
863

864
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
865

866
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
867

868
			if ( object.isLineSegments ) {
869

870
				renderer.setMode( _gl.LINES );
871

872
			} else {
873

874
				renderer.setMode( _gl.LINE_STRIP );
875 876

			}
M
Mr.doob 已提交
877

878
		} else if ( object.isPoints ) {
879 880

			renderer.setMode( _gl.POINTS );
881 882

		}
883

T
Takahiro 已提交
884
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
885 886 887

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
888
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
889

J
jfranc 已提交
890
			}
891 892 893

		} else {

M
Mr.doob 已提交
894
			renderer.render( drawStart, drawCount );
895

M
Mr.doob 已提交
896 897 898 899
		}

	};

900
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
901

M
Mr.doob 已提交
902
		var extension;
B
Ben Adams 已提交
903

T
Takahiro 已提交
904
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
905

M
Mr.doob 已提交
906
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
907

M
Mr.doob 已提交
908
			if ( extension === null ) {
B
Ben Adams 已提交
909

910
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
911
				return;
B
Ben Adams 已提交
912

M
Mr.doob 已提交
913 914 915
			}

		}
B
Ben Adams 已提交
916

917 918
		if ( startIndex === undefined ) startIndex = 0;

919 920
		state.initAttributes();

921
		var geometryAttributes = geometry.attributes;
922

923
		var programAttributes = program.getAttributes();
924

925
		var materialDefaultAttributeValues = material.defaultAttributeValues;
926

927
		for ( var name in programAttributes ) {
928

929
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
930

M
Mr.doob 已提交
931
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
932

933
				var geometryAttribute = geometryAttributes[ name ];
934

M
Mr.doob 已提交
935
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
936

937
					var normalized = geometryAttribute.normalized;
938
					var size = geometryAttribute.itemSize;
939

940
					var attributeProperties = objects.getAttributeProperties( geometryAttribute );
941

942 943 944
					var buffer = attributeProperties.__webglBuffer;
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
945

A
aardgoose 已提交
946
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
947

M
Mr.doob 已提交
948 949 950 951
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
952
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
953

M
Mr.doob 已提交
954
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
955

M
Mr.doob 已提交
956
							if ( geometry.maxInstancedCount === undefined ) {
957

D
dubejf 已提交
958
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
959

M
Mr.doob 已提交
960
							}
B
Ben Adams 已提交
961

M
Mr.doob 已提交
962
						} else {
B
Ben Adams 已提交
963

M
Mr.doob 已提交
964
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
965

M
Mr.doob 已提交
966
						}
B
Ben Adams 已提交
967

M
Mr.doob 已提交
968
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
969
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
970

M
Mr.doob 已提交
971
					} else {
B
Ben Adams 已提交
972

A
aardgoose 已提交
973
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
974

M
Mr.doob 已提交
975
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
976

M
Mr.doob 已提交
977
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
978

D
dubejf 已提交
979
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
980

M
Mr.doob 已提交
981
							}
B
Ben Adams 已提交
982

M
Mr.doob 已提交
983 984 985 986
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
987
						}
B
Ben Adams 已提交
988

M
Mr.doob 已提交
989
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
990
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
991

B
Ben Adams 已提交
992
					}
M
Mr.doob 已提交
993

994 995
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
996
					var value = materialDefaultAttributeValues[ name ];
997

998
					if ( value !== undefined ) {
M
Mr.doob 已提交
999

1000
						switch ( value.length ) {
M
Mr.doob 已提交
1001

1002 1003 1004
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1005

1006 1007 1008
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1009

1010 1011 1012
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1013

1014 1015
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1016 1017

						}
M
Mr.doob 已提交
1018 1019 1020 1021 1022 1023 1024 1025

					}

				}

			}

		}
1026

1027
		state.disableUnusedAttributes();
1028

M
Mr.doob 已提交
1029 1030
	}

M
Mr.doob 已提交
1031 1032
	// Sorting

1033
	function absNumericalSort( a, b ) {
1034

1035
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1036 1037 1038

	}

M
Mr.doob 已提交
1039
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1040

U
unconed 已提交
1041
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1042

U
unconed 已提交
1043
			return a.object.renderOrder - b.object.renderOrder;
1044

1045 1046 1047 1048
		} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {

			return a.material.program.id - b.material.program.id;

M
Mr.doob 已提交
1049
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1050

M
Mr.doob 已提交
1051
			return a.material.id - b.material.id;
1052 1053

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1054

M
Mr.doob 已提交
1055
			return a.z - b.z;
M
Mr.doob 已提交
1056 1057 1058

		} else {

1059
			return a.id - b.id;
M
Mr.doob 已提交
1060 1061 1062

		}

1063
	}
M
Mr.doob 已提交
1064

M
Mr.doob 已提交
1065
	function reversePainterSortStable( a, b ) {
1066

U
unconed 已提交
1067
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1068

U
unconed 已提交
1069
			return a.object.renderOrder - b.object.renderOrder;
1070 1071

		} if ( a.z !== b.z ) {
1072

M
Mr.doob 已提交
1073
			return b.z - a.z;
1074 1075 1076 1077 1078 1079 1080

		} else {

			return a.id - b.id;

		}

1081
	}
1082

M
Mr.doob 已提交
1083 1084 1085 1086
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {

1087
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1088

1089
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1090 1091 1092 1093 1094 1095
			return;

		}

		// reset caching for this frame

1096
		_currentGeometryProgram = '';
1097
		_currentMaterialId = - 1;
1098
		_currentCamera = null;
M
Mr.doob 已提交
1099 1100 1101

		// update scene graph

1102
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1103 1104 1105

		// update camera matrices and frustum

1106
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1107 1108 1109 1110 1111 1112

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

M
Mr.doob 已提交
1113
		lights.length = 0;
1114

M
Mr.doob 已提交
1115 1116
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1117

M
Mr.doob 已提交
1118 1119 1120
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1121
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1122
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1123

1124
		projectObject( scene, camera );
M
Mr.doob 已提交
1125

1126 1127 1128
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1129
		if ( _this.sortObjects === true ) {
1130 1131 1132

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1133

1134 1135
		}

M
Mr.doob 已提交
1136
		//
M
Mr.doob 已提交
1137

T
tschw 已提交
1138
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1139

1140 1141
		setupShadows( lights );

M
Mr.doob 已提交
1142
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1143

1144 1145
		setupLights( lights, camera );

T
tschw 已提交
1146
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1147

M
Mr.doob 已提交
1148 1149
		//

1150 1151 1152 1153
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1154

1155 1156 1157 1158 1159 1160
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1161 1162
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1163 1164 1165 1166 1167 1168
		//

		var background = scene.background;

		if ( background === null ) {

1169
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1170

T
Takahiro 已提交
1171
		} else if ( background && background.isColor ) {
1172

1173
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1174
			forceClear = true;
1175 1176 1177 1178 1179 1180 1181 1182 1183

		}

		if ( this.autoClear || forceClear ) {

			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );

		}

T
Takahiro 已提交
1184
		if ( background && background.isCubeTexture ) {
M
Mr.doob 已提交
1185

1186
			backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
M
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1187 1188 1189 1190 1191 1192 1193

			backgroundCamera2.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundCamera2.matrixWorldInverse.getInverse( backgroundCamera2.matrixWorld );

			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundCamera2.matrixWorldInverse, backgroundBoxMesh.matrixWorld );

1194 1195
			objects.update( backgroundBoxMesh );

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Mr.doob 已提交
1196 1197
			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

T
Takahiro 已提交
1198
		} else if ( background && background.isTexture ) {
M
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1199 1200 1201

			backgroundPlaneMesh.material.map = background;

1202 1203
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1204 1205
			_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

M
Mr.doob 已提交
1206 1207
		}

1208
		//
M
Mr.doob 已提交
1209 1210 1211

		if ( scene.overrideMaterial ) {

1212
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1213

1214 1215
			renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			renderObjects( transparentObjects, scene, camera, overrideMaterial );
1216

M
Mr.doob 已提交
1217 1218 1219 1220
		} else {

			// opaque pass (front-to-back order)

R
Rich Harris 已提交
1221
			state.setBlending( NoBlending );
1222
			renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1223 1224 1225

			// transparent pass (back-to-front order)

1226
			renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1227 1228 1229 1230 1231

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1232
		spritePlugin.render( scene, camera );
1233
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1234 1235 1236

		// Generate mipmap if we're using any kind of mipmap filtering

M
Mr.doob 已提交
1237 1238
		if ( renderTarget ) {

1239
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1240 1241 1242

		}

1243
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1244

M
Mr.doob 已提交
1245 1246
		state.setDepthTest( true );
		state.setDepthWrite( true );
1247
		state.setColorWrite( true );
M
Mr.doob 已提交
1248 1249 1250 1251

		// _gl.finish();

	};
M
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1252

M
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1253 1254
	function pushRenderItem( object, geometry, material, z, group ) {

1255
		var array, index;
M
Mr.doob 已提交
1256

1257
		// allocate the next position in the appropriate array
M
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1258 1259 1260

		if ( material.transparent ) {

1261 1262
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
Mr.doob 已提交
1263 1264 1265

		} else {

1266 1267 1268 1269 1270
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1271 1272
		// recycle existing render item or grow the array

1273 1274 1275 1276 1277 1278 1279 1280 1281 1282
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
Mr.doob 已提交
1283 1284 1285

		} else {

1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
Mr.doob 已提交
1297 1298 1299 1300 1301

		}

	}

M
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1302 1303
	// TODO Duplicated code (Frustum)

T
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1304 1305 1306 1307 1308 1309 1310
	function isObjectViewable( object ) {

		var geometry = object.geometry;

		if ( geometry.boundingSphere === null )
			geometry.computeBoundingSphere();

M
Mr.doob 已提交
1311
		_sphere.copy( geometry.boundingSphere ).
1312
		applyMatrix4( object.matrixWorld );
M
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1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

		_sphere.center.set( 0, 0, 0 );
		_sphere.radius = 0.7071067811865476;
		_sphere.applyMatrix4( sprite.matrixWorld );

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1329 1330

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1331 1332 1333 1334

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346

		var planes = _this.clippingPlanes,

			center = sphere.center,
			negRad = - sphere.radius,
			i = 0;

		do {

			// out when deeper than radius in the negative halfspace
			if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;

T
tschw 已提交
1347
		} while ( ++ i !== numPlanes );
T
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1348 1349 1350 1351 1352

		return true;

	}

1353
	function projectObject( object, camera ) {
M
Mr.doob 已提交
1354

M
Mr.doob 已提交
1355
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1356

1357
		var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
M
Mr.doob 已提交
1358

1359 1360 1361
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1362

1363
				lights.push( object );
M
Mr.doob 已提交
1364

1365
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1366

M
Mr.doob 已提交
1367
				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
1368 1369 1370 1371

					sprites.push( object );

				}
M
Mr.doob 已提交
1372

1373
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1374

1375
				lensFlares.push( object );
M
Mr.doob 已提交
1376

1377
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1378

1379
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1380

1381 1382
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1383

1384
				}
1385

1386
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1387

1388
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1389

1390
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1391

1392
					object.skeleton.update();
1393

1394
				}
1395

T
tschw 已提交
1396
				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
1397

1398
					var material = object.material;
1399

1400
					if ( material.visible === true ) {
M
Mr.doob 已提交
1401

1402
						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1403

1404 1405 1406 1407
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
Mr.doob 已提交
1408

1409
						var geometry = objects.update( object );
M
Mr.doob 已提交
1410

1411
						if ( material.isMultiMaterial ) {
1412

1413 1414
							var groups = geometry.groups;
							var materials = material.materials;
1415

1416
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1417

1418 1419
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1420

1421
								if ( groupMaterial.visible === true ) {
1422

1423 1424 1425
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1426

M
Mr.doob 已提交
1427
							}
M
Mr.doob 已提交
1428

1429
						} else {
M
Mr.doob 已提交
1430

1431
							pushRenderItem( object, geometry, material, _vector3.z, null );
1432

1433
						}
O
OpenShift guest 已提交
1434

1435
					}
M
Mr.doob 已提交
1436

1437
				}
M
Mr.doob 已提交
1438

1439
			}
M
Mr.doob 已提交
1440

M
Mr.doob 已提交
1441
		}
M
Mr.doob 已提交
1442

M
Mr.doob 已提交
1443
		var children = object.children;
M
Mr.doob 已提交
1444

M
Mr.doob 已提交
1445 1446
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1447
			projectObject( children[ i ], camera );
M
Mr.doob 已提交
1448

1449
		}
1450

1451
	}
M
Mr.doob 已提交
1452

1453
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1454

M
Mr.doob 已提交
1455
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1456

1457
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1458

1459
			var object = renderItem.object;
M
Mr.doob 已提交
1460 1461 1462
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1463

1464 1465
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1466

1467
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
1468

1469
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1470

M
Mr.doob 已提交
1471
				setMaterial( material );
M
Mr.doob 已提交
1472

1473
				var program = setProgram( camera, scene.fog, material, object );
M
Mr.doob 已提交
1474

M
Mr.doob 已提交
1475
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1476

M
Mr.doob 已提交
1477
				object.render( function ( object ) {
M
Mr.doob 已提交
1478

M
Mr.doob 已提交
1479
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1480

M
Mr.doob 已提交
1481
				} );
1482

M
Mr.doob 已提交
1483
			} else {
M
Mr.doob 已提交
1484

1485
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1486

M
Mr.doob 已提交
1487
			}
M
Mr.doob 已提交
1488

1489
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1490 1491


1492
		}
M
Mr.doob 已提交
1493

1494
	}
G
gero3 已提交
1495

1496
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1497

1498
		var materialProperties = properties.get( material );
G
gero3 已提交
1499

T
tschw 已提交
1500
		var parameters = programCache.getParameters(
1501
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1502

G
gero3 已提交
1503
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1504

1505
		var program = materialProperties.program;
T
tschw 已提交
1506
		var programChange = true;
1507

1508
		if ( program === undefined ) {
B
Ben Adams 已提交
1509

M
Mr.doob 已提交
1510 1511
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1512

1513
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1514

M
Mr.doob 已提交
1515
			// changed glsl or parameters
1516
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1517

G
gero3 已提交
1518
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1519

T
tschw 已提交
1520
			// same glsl and uniform list
T
tschw 已提交
1521 1522
			return;

T
tschw 已提交
1523
		} else {
B
Ben Adams 已提交
1524

T
tschw 已提交
1525 1526
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1527 1528 1529

		}

1530
		if ( programChange ) {
B
Ben Adams 已提交
1531

1532
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1533

R
Rich Harris 已提交
1534
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1535

1536 1537
				materialProperties.__webglShader = {
					name: material.type,
M
Mr.doob 已提交
1538
					uniforms: Object.assign( {}, shader.uniforms ),
1539 1540 1541
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1542

1543
			} else {
B
Ben Adams 已提交
1544

1545 1546 1547 1548 1549 1550
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1551

1552
			}
G
gero3 已提交
1553

1554
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1555

1556
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1557

1558 1559
			materialProperties.program = program;
			material.program = program;
1560 1561 1562

		}

1563
		var attributes = program.getAttributes();
M
Mr.doob 已提交
1564 1565 1566 1567 1568

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1569
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1570

M
Mr.doob 已提交
1571
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1585
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1586

M
Mr.doob 已提交
1587
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1588 1589 1590 1591 1592 1593 1594 1595 1596

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1597 1598
		var uniforms = materialProperties.__webglShader.uniforms;

1599
		if ( ! material.isShaderMaterial &&
1600 1601
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1602

T
tschw 已提交
1603
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1604
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1605
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1606 1607 1608

		}

1609
		materialProperties.fog = fog;
1610

1611
		// store the light setup it was created for
1612

1613
		materialProperties.lightsHash = _lights.hash;
1614

M
Mr.doob 已提交
1615
		if ( material.lights ) {
1616 1617 1618 1619 1620 1621

			// wire up the material to this renderer's lighting state

			uniforms.ambientLightColor.value = _lights.ambient;
			uniforms.directionalLights.value = _lights.directional;
			uniforms.spotLights.value = _lights.spot;
1622
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1623
			uniforms.pointLights.value = _lights.point;
1624 1625
			uniforms.hemisphereLights.value = _lights.hemi;

1626 1627 1628 1629 1630 1631
			uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
			uniforms.spotShadowMap.value = _lights.spotShadowMap;
			uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
			uniforms.pointShadowMap.value = _lights.pointShadowMap;
			uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
1632
			// TODO (abelnation): add area lights shadow info to uniforms
1633

1634 1635
		}

T
tschw 已提交
1636 1637
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1638
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1639

T
tschw 已提交
1640
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1641

M
Mr.doob 已提交
1642
	}
M
Mr.doob 已提交
1643

1644 1645
	function setMaterial( material ) {

M
Mr.doob 已提交
1646 1647 1648
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1649

R
Rich Harris 已提交
1650
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1651

M
Mr.doob 已提交
1652 1653 1654
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1655

B
Ben Adams 已提交
1656
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1657 1658
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1659
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1660
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1661 1662 1663

	}

1664
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1665 1666 1667

		_usedTextureUnits = 0;

1668
		var materialProperties = properties.get( material );
1669

T
tschw 已提交
1670 1671 1672 1673 1674
		if ( _clippingEnabled ) {

			if ( _localClippingEnabled || camera !== _currentCamera ) {

				var useCache =
1675 1676
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1677 1678 1679 1680

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
T
tschw 已提交
1681
				_clipping.setState(
1682 1683
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1684 1685 1686 1687 1688

			}

		}

1689
		if ( material.needsUpdate === false ) {
1690

1691
			if ( materialProperties.program === undefined ) {
1692

1693
				material.needsUpdate = true;
1694

1695
			} else if ( material.fog && materialProperties.fog !== fog ) {
1696

M
Mr.doob 已提交
1697
				material.needsUpdate = true;
1698

1699
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1700

1701
				material.needsUpdate = true;
1702

1703
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1704
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
1705
				materialProperties.numIntersection  !== _clipping.numIntersection ) ) {
1706 1707 1708

				material.needsUpdate = true;

1709
			}
1710 1711 1712 1713

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1714

1715
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1716 1717 1718 1719
			material.needsUpdate = false;

		}

1720
		var refreshProgram = false;
M
Mr.doob 已提交
1721
		var refreshMaterial = false;
1722
		var refreshLights = false;
M
Mr.doob 已提交
1723

1724
		var program = materialProperties.program,
1725
			p_uniforms = program.getUniforms(),
1726
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1727

1728
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1729

1730 1731
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1732

1733
			refreshProgram = true;
M
Mr.doob 已提交
1734
			refreshMaterial = true;
1735
			refreshLights = true;
M
Mr.doob 已提交
1736 1737 1738 1739 1740 1741

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1742

M
Mr.doob 已提交
1743 1744 1745 1746
			refreshMaterial = true;

		}

1747
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1748

T
tschw 已提交
1749
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1750

G
gero3 已提交
1751
			if ( capabilities.logarithmicDepthBuffer ) {
1752

T
tschw 已提交
1753
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1754
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1755 1756 1757 1758

			}


1759 1760 1761 1762 1763 1764 1765 1766 1767
			if ( camera !== _currentCamera ) {

				_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
T
tschw 已提交
1768
				refreshLights = true;		// remains set until update done
1769 1770

			}
M
Mr.doob 已提交
1771

1772 1773 1774
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1775
			if ( material.isShaderMaterial ||
1776 1777 1778
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1779

T
tschw 已提交
1780 1781 1782
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1783

T
tschw 已提交
1784
					uCamPos.setValue( _gl,
1785
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1786 1787 1788 1789 1790

				}

			}

1791
			if ( material.isMeshPhongMaterial ||
1792 1793 1794 1795 1796
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
				material.skinning ) {
1797

T
tschw 已提交
1798
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1799 1800 1801

			}

T
tschw 已提交
1802 1803
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1804

M
Mr.doob 已提交
1805 1806 1807 1808 1809 1810 1811 1812
		}

		// 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 ) {

T
tschw 已提交
1813 1814
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1815

T
tschw 已提交
1816
			var skeleton = object.skeleton;
1817

T
tschw 已提交
1818
			if ( skeleton ) {
1819

T
tschw 已提交
1820
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1821

T
tschw 已提交
1822 1823 1824
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
Mr.doob 已提交
1825

T
tschw 已提交
1826
				} else {
M
Mr.doob 已提交
1827

T
tschw 已提交
1828
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1829 1830 1831 1832 1833 1834 1835 1836 1837

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1838
			if ( material.lights ) {
M
Mr.doob 已提交
1839

1840
				// the current material requires lighting info
M
Mr.doob 已提交
1841

T
tschw 已提交
1842 1843 1844 1845 1846 1847
				// 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
M
Mr.doob 已提交
1848

T
tschw 已提交
1849
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1850

T
tschw 已提交
1851
			}
G
gero3 已提交
1852

T
tschw 已提交
1853
			// refresh uniforms common to several materials
G
gero3 已提交
1854

T
tschw 已提交
1855
			if ( fog && material.fog ) {
G
gero3 已提交
1856

T
tschw 已提交
1857
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1858 1859 1860

			}

1861
			if ( material.isMeshBasicMaterial ||
1862 1863 1864 1865
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1866 1867 1868 1869 1870 1871 1872

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1873
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1874 1875 1876

				refreshUniformsLine( m_uniforms, material );

1877
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1878 1879 1880 1881

				refreshUniformsLine( m_uniforms, material );
				refreshUniformsDash( m_uniforms, material );

1882
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1883

M
Mr.doob 已提交
1884
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1885

1886
			} else if ( material.isMeshLambertMaterial ) {
1887 1888 1889

				refreshUniformsLambert( m_uniforms, material );

1890
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1891 1892 1893

				refreshUniformsPhong( m_uniforms, material );

1894
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1895 1896 1897

				refreshUniformsPhysical( m_uniforms, material );

1898
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1899

1900
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1901

1902
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1903

1904 1905 1906 1907 1908 1909 1910 1911
				if ( material.displacementMap ) {

					m_uniforms.displacementMap.value = material.displacementMap;
					m_uniforms.displacementScale.value = material.displacementScale;
					m_uniforms.displacementBias.value = material.displacementBias;

				}

1912
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1913 1914 1915 1916 1917

				m_uniforms.opacity.value = material.opacity;

			}

R
Rich Harris 已提交
1918
			WebGLUniforms.upload(
1919
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1920 1921 1922

		}

M
Mr.doob 已提交
1923

T
tschw 已提交
1924
		// common matrices
M
Mr.doob 已提交
1925

T
tschw 已提交
1926 1927 1928
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1929

T
tschw 已提交
1930
		return program;
A
arose 已提交
1931 1932 1933

	}

M
Mr.doob 已提交
1934 1935
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1936
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1937 1938 1939

		uniforms.opacity.value = material.opacity;

1940
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1941

1942
		if ( material.emissive ) {
M
Mr.doob 已提交
1943

1944
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1945 1946 1947

		}

1948 1949 1950
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1951

1952 1953 1954 1955 1956 1957 1958
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;

		}

1959
		if ( material.aoMap ) {
1960

1961 1962
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1963 1964 1965

		}

M
Mr.doob 已提交
1966
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1967 1968 1969 1970 1971
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1972
		// 6. emissive map
M
Mr.doob 已提交
1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1984 1985 1986 1987
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1988 1989 1990 1991 1992 1993 1994 1995
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1996 1997 1998 1999 2000 2001 2002 2003
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2004 2005 2006 2007
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2008 2009 2010 2011
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2012 2013 2014 2015
		}

		if ( uvScaleMap !== undefined ) {

2016
			// backwards compatibility
2017
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2018 2019 2020 2021 2022

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2023 2024 2025 2026 2027 2028 2029 2030
			var offset = uvScaleMap.offset;
			var repeat = uvScaleMap.repeat;

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

		}

		uniforms.envMap.value = material.envMap;
2031 2032 2033 2034 2035

		// 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
T
Takahiro 已提交
2036
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2037

2038
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2039 2040
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2041
	}
M
Mr.doob 已提交
2042

M
Mr.doob 已提交
2043
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2044 2045 2046 2047

		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2048
	}
M
Mr.doob 已提交
2049

M
Mr.doob 已提交
2050
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2051 2052 2053 2054 2055

		uniforms.dashSize.value = material.dashSize;
		uniforms.totalSize.value = material.dashSize + material.gapSize;
		uniforms.scale.value = material.scale;

M
Mr.doob 已提交
2056
	}
M
Mr.doob 已提交
2057

M
Mr.doob 已提交
2058
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2059

2060
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2061
		uniforms.opacity.value = material.opacity;
2062
		uniforms.size.value = material.size * _pixelRatio;
2063
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2064 2065 2066

		uniforms.map.value = material.map;

2067 2068 2069 2070 2071 2072 2073 2074 2075
		if ( material.map !== null ) {

			var offset = material.map.offset;
			var repeat = material.map.repeat;

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

		}

M
Mr.doob 已提交
2076
	}
M
Mr.doob 已提交
2077

M
Mr.doob 已提交
2078
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2079 2080 2081

		uniforms.fogColor.value = fog.color;

2082
		if ( fog.isFog ) {
M
Mr.doob 已提交
2083 2084 2085 2086

			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;

2087
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2088 2089 2090 2091 2092

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2093
	}
M
Mr.doob 已提交
2094

M
Mr.doob 已提交
2095
	function refreshUniformsLambert( uniforms, material ) {
2096 2097 2098 2099 2100 2101 2102 2103 2104

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2105
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2106

2107
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2108
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2109

2110
		if ( material.emissiveMap ) {
2111

2112
			uniforms.emissiveMap.value = material.emissiveMap;
2113

2114
		}
M
Mr.doob 已提交
2115

2116 2117 2118 2119
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2120

2121
		}
M
Mr.doob 已提交
2122

2123 2124 2125 2126 2127 2128
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}
M
Mr.doob 已提交
2129

2130 2131 2132 2133 2134
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2135

2136
		}
2137 2138 2139

	}

M
Mr.doob 已提交
2140
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193

		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.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}

		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;

		}

	}

M
Mr.doob 已提交
2194
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2195

2196 2197 2198
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2199 2200 2201 2202
		refreshUniformsStandard( uniforms, material );

	}

2203 2204
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2205
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2206

M
Mr.doob 已提交
2207
		uniforms.ambientLightColor.needsUpdate = value;
2208

B
Ben Houston 已提交
2209 2210 2211
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2212
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2213
		uniforms.hemisphereLights.needsUpdate = value;
2214

M
Mr.doob 已提交
2215
	}
2216

T
tschw 已提交
2217
	// Lighting
M
Mr.doob 已提交
2218

M
Mr.doob 已提交
2219
	function setupShadows( lights ) {
2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238

		var lightShadowsLength = 0;

		for ( var i = 0, l = lights.length; i < l; i ++ ) {

			var light = lights[ i ];

			if ( light.castShadow ) {

				_lights.shadows[ lightShadowsLength ++ ] = light;

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2239
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2240

B
brason 已提交
2241
		var l, ll, light,
2242 2243 2244 2245 2246
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2247

2248
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2249

M
Mr.doob 已提交
2250
		directionalLength = 0,
M
Mr.doob 已提交
2251 2252
		pointLength = 0,
		spotLength = 0,
2253
		rectAreaLength = 0,
2254
		hemiLength = 0;
M
Mr.doob 已提交
2255 2256 2257 2258 2259 2260 2261 2262 2263

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {

			light = lights[ l ];

			color = light.color;
			intensity = light.intensity;
			distance = light.distance;

2264
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2265

2266
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2267

2268 2269 2270
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2271

2272
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2273

M
Mr.doob 已提交
2274
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2275

2276
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2277
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2278
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2279 2280 2281
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2282
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2283

2284
				if ( light.castShadow ) {
M
Mr.doob 已提交
2285

2286 2287 2288
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2289

2290 2291
				}

2292
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2293
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2294
				_lights.directional[ directionalLength ++ ] = uniforms;
M
Mr.doob 已提交
2295

2296
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2297

M
Mr.doob 已提交
2298
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2299 2300 2301

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2302

M
Mr.doob 已提交
2303 2304 2305 2306 2307 2308 2309 2310
				uniforms.color.copy( color ).multiplyScalar( intensity );
				uniforms.distance = distance;

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2311 2312
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2313
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2314

2315
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2316

2317 2318
				if ( light.castShadow ) {

2319 2320 2321
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2322

2323 2324
				}

2325
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2326
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2327
				_lights.spot[ spotLength ++ ] = uniforms;
2328

2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

				// (a) intensity controls irradiance of entire light
				uniforms.color
					.copy( color )
					.multiplyScalar( intensity / ( light.width * light.height ) );

				// (b) intensity controls the radiance per light area
				// uniforms.color.copy( color ).multiplyScalar( intensity );

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				// extract local rotation of light to derive width/height half vectors
				_matrix42.identity();
				_matrix4.copy( light.matrixWorld );
				_matrix4.premultiply( viewMatrix );
				_matrix42.extractRotation( _matrix4 );

				uniforms.halfWidth.set( light.width * 0.5,                0.0, 0.0 );
				uniforms.halfHeight.set(              0.0, light.height * 0.5, 0.0 );

				uniforms.halfWidth.applyMatrix4( _matrix42 );
				uniforms.halfHeight.applyMatrix4( _matrix42 );

				// TODO (abelnation): RectAreaLight distance?
				// uniforms.distance = distance;

				_lights.rectArea[ rectAreaLength ++ ] = uniforms;

2361
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2362

M
Mr.doob 已提交
2363
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2364

M
Mr.doob 已提交
2365 2366
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2367

M
Mr.doob 已提交
2368 2369
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2370 2371
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2372
				uniforms.shadow = light.castShadow;
2373

M
Mr.doob 已提交
2374
				if ( light.castShadow ) {
2375

2376 2377 2378 2379 2380
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2381

2382
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2383

2384 2385
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2386
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2387

2388 2389
				}

2390 2391 2392 2393 2394
				// for point lights we set the shadow matrix to be a translation-only matrix
				// equal to inverse of the light's position
				_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
				_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );

M
Mr.doob 已提交
2395
				_lights.point[ pointLength ++ ] = uniforms;
2396

2397
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2398

M
Mr.doob 已提交
2399
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2400 2401 2402 2403

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2404

M
Mr.doob 已提交
2405 2406
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2407

M
Mr.doob 已提交
2408
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2409 2410 2411 2412 2413

			}

		}

M
Mr.doob 已提交
2414 2415 2416
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2417

M
Mr.doob 已提交
2418 2419
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2420
		_lights.rectArea.length = rectAreaLength;
2421
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2422
		_lights.hemi.length = hemiLength;
2423

2424 2425
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2426

M
Mr.doob 已提交
2427
	}
M
Mr.doob 已提交
2428 2429 2430 2431 2432

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2433
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2434
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2435 2436 2437 2438 2439

	};

	// Textures

T
tschw 已提交
2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2456
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2457

2458
	// this.setTexture2D = setTexture2D;
2459
	this.setTexture2D = ( function() {
T
tschw 已提交
2460

2461
		var warned = false;
T
tschw 已提交
2462

2463
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2464
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2465

T
Takahiro 已提交
2466
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2467

2468
				if ( ! warned ) {
T
tschw 已提交
2469

2470 2471
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2472

2473
				}
T
tschw 已提交
2474

2475
				texture = texture.texture;
T
tschw 已提交
2476

2477
			}
T
tschw 已提交
2478

2479
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2480

2481
		};
T
tschw 已提交
2482

2483
	}() );
T
tschw 已提交
2484

2485 2486 2487 2488
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2489
		return function setTexture( texture, slot ) {
2490 2491 2492 2493 2494 2495 2496 2497

			if ( ! warned ) {

				console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
				warned = true;

			}

2498
			textures.setTexture2D( texture, slot );
2499 2500 2501 2502 2503 2504 2505 2506 2507

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2508
		return function setTextureCube( texture, slot ) {
2509 2510

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2511
			if ( texture && texture.isWebGLRenderTargetCube ) {
2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525

				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
T
Takahiro 已提交
2526
			if ( ( texture && texture.isCubeTexture ) ||
2527
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2528 2529 2530 2531

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2532
				textures.setTextureCube( texture, slot );
2533 2534 2535 2536 2537

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2538
				textures.setTextureCubeDynamic( texture, slot );
2539 2540 2541 2542 2543 2544

			}

		};

	}() );
T
tschw 已提交
2545

2546 2547 2548 2549
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2550
	};
2551

2552
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2553

2554 2555
		_currentRenderTarget = renderTarget;

2556
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2557

2558
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2559 2560 2561

		}

T
Takahiro 已提交
2562
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2563
		var framebuffer;
M
Mr.doob 已提交
2564 2565 2566

		if ( renderTarget ) {

2567
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2568

M
Mr.doob 已提交
2569 2570
			if ( isCube ) {

2571
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2572 2573 2574

			} else {

2575
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2576 2577 2578

			}

2579 2580
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2581

2582
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2583 2584 2585 2586 2587

		} else {

			framebuffer = null;

2588
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2589
			_currentScissorTest = _scissorTest;
2590

2591
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2592 2593 2594

		}

M
Mr.doob 已提交
2595
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2596 2597 2598 2599 2600 2601

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_currentFramebuffer = framebuffer;

		}

2602 2603
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2604

2605
		state.viewport( _currentViewport );
2606

M
Mr.doob 已提交
2607 2608 2609
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2610
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
M
Mr.doob 已提交
2611 2612 2613

		}

M
Mr.doob 已提交
2614 2615
	};

M
Mr.doob 已提交
2616
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2617

T
Takahiro 已提交
2618
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2619

2620
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2621
			return;
2622

G
gero3 已提交
2623
		}
2624

M
Mr.doob 已提交
2625
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2626

M
Mr.doob 已提交
2627
		if ( framebuffer ) {
2628

G
gero3 已提交
2629
			var restore = false;
2630

M
Mr.doob 已提交
2631
			if ( framebuffer !== _currentFramebuffer ) {
2632

M
Mr.doob 已提交
2633
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2634

G
gero3 已提交
2635
				restore = true;
2636

G
gero3 已提交
2637
			}
2638

M
Mr.doob 已提交
2639
			try {
2640

M
Mr.doob 已提交
2641
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2642 2643
				var textureFormat = texture.format;
				var textureType = texture.type;
2644

M
Mr.doob 已提交
2645
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2646

M
Mr.doob 已提交
2647 2648
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2649

M
Mr.doob 已提交
2650
				}
2651

M
Mr.doob 已提交
2652
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2653 2654
					! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2655

M
Mr.doob 已提交
2656 2657
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2658

M
Mr.doob 已提交
2659
				}
2660

M
Mr.doob 已提交
2661
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2662

2663 2664
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2665
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2666

M
Mr.doob 已提交
2667
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2668 2669

					}
2670

M
Mr.doob 已提交
2671
				} else {
M
Mr.doob 已提交
2672

M
Mr.doob 已提交
2673 2674 2675
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2676

M
Mr.doob 已提交
2677
			} finally {
M
Mr.doob 已提交
2678

M
Mr.doob 已提交
2679 2680 2681
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2682

M
Mr.doob 已提交
2683 2684 2685
				}

			}
M
Mr.doob 已提交
2686 2687 2688

		}

M
Mr.doob 已提交
2689 2690
	};

M
Mr.doob 已提交
2691 2692
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2693
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2694

2695 2696
		var extension;

R
Rich Harris 已提交
2697 2698 2699
		if ( p === RepeatWrapping ) return _gl.REPEAT;
		if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
M
Mr.doob 已提交
2700

R
Rich Harris 已提交
2701 2702 2703
		if ( p === NearestFilter ) return _gl.NEAREST;
		if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
M
Mr.doob 已提交
2704

R
Rich Harris 已提交
2705 2706 2707
		if ( p === LinearFilter ) return _gl.LINEAR;
		if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
M
Mr.doob 已提交
2708

R
Rich Harris 已提交
2709 2710 2711 2712
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
M
Mr.doob 已提交
2713

R
Rich Harris 已提交
2714 2715 2716 2717 2718 2719
		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
M
Mr.doob 已提交
2720

2721
		if ( p === HalfFloatType ) {
2722

2723
			extension = extensions.get( 'OES_texture_half_float' );
2724

2725
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2726 2727 2728

		}

R
Rich Harris 已提交
2729 2730 2731 2732 2733 2734
		if ( p === AlphaFormat ) return _gl.ALPHA;
		if ( p === RGBFormat ) return _gl.RGB;
		if ( p === RGBAFormat ) return _gl.RGBA;
		if ( p === LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
		if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
2735
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2736

R
Rich Harris 已提交
2737 2738 2739
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2740

R
Rich Harris 已提交
2741 2742 2743 2744 2745 2746 2747 2748
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2749

R
Rich Harris 已提交
2750 2751 2752
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2753

2754 2755
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
M
Mr.doob 已提交
2756

2757
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2758

2759 2760 2761 2762 2763 2764 2765 2766
			if ( extension !== null ) {

				if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
				if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
				if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
				if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

			}
M
Mr.doob 已提交
2767 2768 2769

		}

2770
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2771
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2772

2773
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
P
Pierre Lepers 已提交
2774

2775 2776 2777 2778 2779 2780 2781 2782
			if ( extension !== null ) {

				if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
				if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
				if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
				if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

			}
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Pierre Lepers 已提交
2783 2784 2785

		}

2786
		if ( p === RGB_ETC1_Format ) {
2787

2788
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2789

2790
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2791 2792 2793

		}

2794 2795 2796
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2797

2798
			if ( extension !== null ) {
2799

2800 2801 2802 2803
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2804 2805 2806

		}

2807
		if ( p === UnsignedInt248Type ) {
2808

2809
			extension = extensions.get( 'WEBGL_depth_texture' );
2810

2811
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2812 2813 2814

		}

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Mr.doob 已提交
2815 2816
		return 0;

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Mr.doob 已提交
2817
	}
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Mr.doob 已提交
2818

M
Mr.doob 已提交
2819
}
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Rich Harris 已提交
2820

2821
export { WebGLRenderer };