WebGLRenderer.js 68.8 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';
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import { UniformsUtils } from './shaders/UniformsUtils';
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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/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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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 Vector3(),
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		_matrix4 = new Matrix4(),
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		_matrix42 = new 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 backgroundPlaneCamera, backgroundPlaneMesh;
	var backgroundBoxCamera, backgroundBoxMesh;
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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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		var attributes = program.getAttributes();
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		if ( object.hasPositions ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
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		}

		if ( object.hasNormals ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
608

609
			if ( ! material.isMeshPhongMaterial &&
610
				! material.isMeshStandardMaterial &&
611
				! material.isMeshNormalMaterial &&
612
				material.shading === FlatShading ) {
M
Mr.doob 已提交
613

614
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
615

616
					var array = object.normalArray;
M
Mr.doob 已提交
617

618 619 620
					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
621

622 623 624
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
625

626 627 628
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
629

630 631 632
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
633 634 635 636 637 638

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
639

640
			state.enableAttribute( attributes.normal );
641

642
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
643 644 645 646 647

		}

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

648
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
649
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
650

651
			state.enableAttribute( attributes.uv );
652

653
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
654 655 656

		}

R
Rich Harris 已提交
657
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
658

659
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
660
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
661

662
			state.enableAttribute( attributes.color );
663

664
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
665 666 667

		}

668
		state.disableUnusedAttributes();
669

M
Mr.doob 已提交
670 671 672 673 674 675
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

676
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
677

M
Mr.doob 已提交
678 679
		setMaterial( material );

680
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
681

M
Mr.doob 已提交
682 683
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706

		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 ] );

			}

707
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
708 709 710 711 712 713 714

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

715 716
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
717 718 719 720 721 722 723
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

724
					var index = influence[ 1 ];
M
Mr.doob 已提交
725

726 727
					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
728 729 730

				} else {

731 732
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
733 734 735 736 737

				}

			}

738 739 740 741 742 743
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

T
tschw 已提交
744
			program.getUniforms().setValue(
745
				_gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
746 747 748 749 750

			updateBuffers = true;

		}

751 752
		//

753
		var index = geometry.index;
754
		var position = geometry.attributes.position;
755
		var rangeFactor = 1;
756

757 758
		if ( material.wireframe === true ) {

759
			index = objects.getWireframeAttribute( geometry );
760
			rangeFactor = 2;
761 762 763

		}

764 765
		var renderer;

766
		if ( index !== null ) {
767

768 769
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
770

771
		} else {
772

773
			renderer = bufferRenderer;
774

775
		}
M
Mr.doob 已提交
776

777
		if ( updateBuffers ) {
M
Mr.doob 已提交
778

779
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
780

781
			if ( index !== null ) {
782

783
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
784 785 786

			}

787
		}
788

789 790
		//

791
		var dataCount = 0;
792

M
Mr.doob 已提交
793
		if ( index !== null ) {
794

M
Mr.doob 已提交
795
			dataCount = index.count;
796

M
Mr.doob 已提交
797
		} else if ( position !== undefined ) {
798

M
Mr.doob 已提交
799
			dataCount = position.count;
800

M
Mr.doob 已提交
801
		}
802

M
Mr.doob 已提交
803 804
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
805

M
Mr.doob 已提交
806 807
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
808

M
Mr.doob 已提交
809 810
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
811 812 813

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

814 815
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
816
		//
817

818
		if ( object.isMesh ) {
819

820
			if ( material.wireframe === true ) {
821

822
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
823
				renderer.setMode( _gl.LINES );
824

825
			} else {
M
Mr.doob 已提交
826 827

				switch ( object.drawMode ) {
828

R
Rich Harris 已提交
829
					case TrianglesDrawMode:
B
Ben Adams 已提交
830 831 832
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
833
					case TriangleStripDrawMode:
B
Ben Adams 已提交
834 835 836
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
837
					case TriangleFanDrawMode:
B
Ben Adams 已提交
838 839 840 841
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
842

843
			}
844

845

846
		} else if ( object.isLine ) {
847

848
			var lineWidth = material.linewidth;
849

850
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
851

852
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
853

854
			if ( object.isLineSegments ) {
855

856
				renderer.setMode( _gl.LINES );
857

858 859 860 861
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

862
			} else {
863

864
				renderer.setMode( _gl.LINE_STRIP );
865 866

			}
M
Mr.doob 已提交
867

868
		} else if ( object.isPoints ) {
869 870

			renderer.setMode( _gl.POINTS );
871 872

		}
873

T
Takahiro 已提交
874
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
875 876 877

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
878
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
879

J
jfranc 已提交
880
			}
881 882 883

		} else {

M
Mr.doob 已提交
884
			renderer.render( drawStart, drawCount );
885

M
Mr.doob 已提交
886 887 888 889
		}

	};

890
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
891

M
Mr.doob 已提交
892
		var extension;
B
Ben Adams 已提交
893

T
Takahiro 已提交
894
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
895

M
Mr.doob 已提交
896
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
897

M
Mr.doob 已提交
898
			if ( extension === null ) {
B
Ben Adams 已提交
899

900
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
901
				return;
B
Ben Adams 已提交
902

M
Mr.doob 已提交
903 904 905
			}

		}
B
Ben Adams 已提交
906

907 908
		if ( startIndex === undefined ) startIndex = 0;

909 910
		state.initAttributes();

911
		var geometryAttributes = geometry.attributes;
912

913
		var programAttributes = program.getAttributes();
914

915
		var materialDefaultAttributeValues = material.defaultAttributeValues;
916

917
		for ( var name in programAttributes ) {
918

919
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
920

M
Mr.doob 已提交
921
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
922

923
				var geometryAttribute = geometryAttributes[ name ];
924

M
Mr.doob 已提交
925
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
926

927
					var normalized = geometryAttribute.normalized;
928
					var size = geometryAttribute.itemSize;
929

930
					var attributeProperties = objects.getAttributeProperties( geometryAttribute );
931

932 933 934
					var buffer = attributeProperties.__webglBuffer;
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
935

A
aardgoose 已提交
936
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
937

M
Mr.doob 已提交
938 939 940 941
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
942
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
943

M
Mr.doob 已提交
944
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
945

M
Mr.doob 已提交
946
							if ( geometry.maxInstancedCount === undefined ) {
947

D
dubejf 已提交
948
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
949

M
Mr.doob 已提交
950
							}
B
Ben Adams 已提交
951

M
Mr.doob 已提交
952
						} else {
B
Ben Adams 已提交
953

M
Mr.doob 已提交
954
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
955

M
Mr.doob 已提交
956
						}
B
Ben Adams 已提交
957

M
Mr.doob 已提交
958
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
959
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
960

M
Mr.doob 已提交
961
					} else {
B
Ben Adams 已提交
962

A
aardgoose 已提交
963
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
964

M
Mr.doob 已提交
965
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
966

M
Mr.doob 已提交
967
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
968

D
dubejf 已提交
969
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
970

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

M
Mr.doob 已提交
973 974 975 976
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
977
						}
B
Ben Adams 已提交
978

M
Mr.doob 已提交
979
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
980
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
981

B
Ben Adams 已提交
982
					}
M
Mr.doob 已提交
983

984 985
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
986
					var value = materialDefaultAttributeValues[ name ];
987

988
					if ( value !== undefined ) {
M
Mr.doob 已提交
989

990
						switch ( value.length ) {
M
Mr.doob 已提交
991

992 993 994
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
995

996 997 998
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
999

1000 1001 1002
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1003

1004 1005
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1006 1007

						}
M
Mr.doob 已提交
1008 1009 1010 1011 1012 1013 1014 1015

					}

				}

			}

		}
1016

1017
		state.disableUnusedAttributes();
1018

M
Mr.doob 已提交
1019 1020
	}

M
Mr.doob 已提交
1021 1022
	// Sorting

1023
	function absNumericalSort( a, b ) {
1024

1025
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1026 1027 1028

	}

M
Mr.doob 已提交
1029
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1030

U
unconed 已提交
1031
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1032

U
unconed 已提交
1033
			return a.object.renderOrder - b.object.renderOrder;
1034

1035 1036 1037 1038
		} 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
1039
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1040

M
Mr.doob 已提交
1041
			return a.material.id - b.material.id;
1042 1043

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1044

M
Mr.doob 已提交
1045
			return a.z - b.z;
M
Mr.doob 已提交
1046 1047 1048

		} else {

1049
			return a.id - b.id;
M
Mr.doob 已提交
1050 1051 1052

		}

1053
	}
M
Mr.doob 已提交
1054

M
Mr.doob 已提交
1055
	function reversePainterSortStable( a, b ) {
1056

U
unconed 已提交
1057
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1058

U
unconed 已提交
1059
			return a.object.renderOrder - b.object.renderOrder;
1060 1061

		} if ( a.z !== b.z ) {
1062

M
Mr.doob 已提交
1063
			return b.z - a.z;
1064 1065 1066 1067 1068 1069 1070

		} else {

			return a.id - b.id;

		}

1071
	}
1072

M
Mr.doob 已提交
1073 1074 1075 1076
	// Rendering

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

1077
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1078

1079
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1080 1081 1082 1083 1084 1085
			return;

		}

		// reset caching for this frame

1086
		_currentGeometryProgram = '';
1087
		_currentMaterialId = - 1;
1088
		_currentCamera = null;
M
Mr.doob 已提交
1089 1090 1091

		// update scene graph

1092
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1093 1094 1095

		// update camera matrices and frustum

1096
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1097 1098 1099 1100 1101 1102

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1103
		lights.length = 0;
1104

M
Mr.doob 已提交
1105 1106
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1107

M
Mr.doob 已提交
1108 1109 1110
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1111
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1112
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1113

1114
		projectObject( scene, camera );
M
Mr.doob 已提交
1115

1116 1117 1118
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1119
		if ( _this.sortObjects === true ) {
1120 1121 1122

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1123

1124 1125
		}

M
Mr.doob 已提交
1126
		//
M
Mr.doob 已提交
1127

T
tschw 已提交
1128
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1129

1130 1131
		setupShadows( lights );

M
Mr.doob 已提交
1132
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1133

1134 1135
		setupLights( lights, camera );

T
tschw 已提交
1136
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1137

M
Mr.doob 已提交
1138 1139
		//

1140 1141 1142 1143
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1144

1145 1146 1147 1148 1149 1150
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1151 1152
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1153 1154 1155 1156 1157 1158
		//

		var background = scene.background;

		if ( background === null ) {

1159
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1160

T
Takahiro 已提交
1161
		} else if ( background && background.isColor ) {
1162

1163
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1164
			forceClear = true;
1165 1166 1167 1168 1169 1170 1171 1172 1173

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1174
		if ( background && background.isCubeTexture ) {
M
Mr.doob 已提交
1175

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1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

				backgroundBoxMesh = new Mesh(
					new BoxBufferGeometry( 5, 5, 5 ),
					new ShaderMaterial( {
						uniforms: ShaderLib.cube.uniforms,
						vertexShader: ShaderLib.cube.vertexShader,
						fragmentShader: ShaderLib.cube.fragmentShader,
						side: BackSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					} )
				);

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
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			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
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1202
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
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1204 1205
			objects.update( backgroundBoxMesh );

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			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
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		} else if ( background && background.isTexture ) {
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			if ( backgroundPlaneCamera === undefined ) {

				backgroundPlaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );

				backgroundPlaneMesh = new Mesh(
					new PlaneBufferGeometry( 2, 2 ),
					new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
				);

			}

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1221 1222
			backgroundPlaneMesh.material.map = background;

1223 1224
			objects.update( backgroundPlaneMesh );

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1225
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
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1227 1228
		}

1229
		//
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1230 1231 1232

		if ( scene.overrideMaterial ) {

1233
			var overrideMaterial = scene.overrideMaterial;
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1234

1235 1236
			renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			renderObjects( transparentObjects, scene, camera, overrideMaterial );
1237

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1238 1239 1240 1241
		} else {

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

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1242
			state.setBlending( NoBlending );
1243
			renderObjects( opaqueObjects, scene, camera );
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1244 1245 1246

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

1247
			renderObjects( transparentObjects, scene, camera );
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1248 1249 1250 1251 1252

		}

		// custom render plugins (post pass)

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1253
		spritePlugin.render( scene, camera );
1254
		lensFlarePlugin.render( scene, camera, _currentViewport );
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		// Generate mipmap if we're using any kind of mipmap filtering

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1258 1259
		if ( renderTarget ) {

1260
			textures.updateRenderTargetMipmap( renderTarget );
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1261 1262 1263

		}

1264
		// Ensure depth buffer writing is enabled so it can be cleared on next render
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1265

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1266 1267
		state.setDepthTest( true );
		state.setDepthWrite( true );
1268
		state.setColorWrite( true );
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1269 1270 1271 1272

		// _gl.finish();

	};
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1274 1275
	function pushRenderItem( object, geometry, material, z, group ) {

1276
		var array, index;
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1277

1278
		// allocate the next position in the appropriate array
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1279 1280 1281

		if ( material.transparent ) {

1282 1283
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
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1284 1285 1286

		} else {

1287 1288 1289 1290 1291
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1292 1293
		// recycle existing render item or grow the array

1294 1295 1296 1297 1298 1299 1300 1301 1302 1303
		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;
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		} else {

1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
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1318 1319 1320 1321 1322

		}

	}

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1323 1324
	// TODO Duplicated code (Frustum)

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1325 1326 1327 1328 1329 1330 1331
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
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1332
		_sphere.copy( geometry.boundingSphere ).
1333
		applyMatrix4( object.matrixWorld );
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1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349

		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
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1350 1351

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1352 1353 1354 1355

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367

		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;

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1368
		} while ( ++ i !== numPlanes );
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1369 1370 1371 1372 1373

		return true;

	}

1374
	function projectObject( object, camera ) {
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1375

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1376
		if ( object.visible === false ) return;
M
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1377

1378
		var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
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1379

1380 1381 1382
		if ( visible ) {

			if ( object.isLight ) {
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1383

1384
				lights.push( object );
M
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1385

1386
			} else if ( object.isSprite ) {
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1387

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1388
				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
1389 1390 1391 1392

					sprites.push( object );

				}
M
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1393

1394
			} else if ( object.isLensFlare ) {
M
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1395

1396
				lensFlares.push( object );
M
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1397

1398
			} else if ( object.isImmediateRenderObject ) {
M
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1399

1400
				if ( _this.sortObjects === true ) {
M
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1401

1402
					_vector3.setFromMatrixPosition( object.matrixWorld );
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1403
					_vector3.applyMatrix4( _projScreenMatrix );
M
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1404

1405
				}
1406

1407
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
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1408

1409
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
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1410

1411
				if ( object.isSkinnedMesh ) {
M
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1412

1413
					object.skeleton.update();
1414

1415
				}
1416

T
tschw 已提交
1417
				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
1418

1419
					var material = object.material;
1420

1421
					if ( material.visible === true ) {
M
Mr.doob 已提交
1422

1423
						if ( _this.sortObjects === true ) {
M
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1424

1425
							_vector3.setFromMatrixPosition( object.matrixWorld );
F
Franklin Ta 已提交
1426
							_vector3.applyMatrix4( _projScreenMatrix );
1427 1428

						}
M
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1429

1430
						var geometry = objects.update( object );
M
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1431

1432
						if ( material.isMultiMaterial ) {
1433

1434 1435
							var groups = geometry.groups;
							var materials = material.materials;
1436

1437
							if ( groups.length > 0 ) {
1438

1439
								// push a render item for each group of the geometry
1440

1441
								for ( var i = 0, l = groups.length; i < l; i ++ ) {
1442

1443 1444
									var group = groups[ i ];
									var groupMaterial = materials[ group.materialIndex ];
1445

1446
									if ( groupMaterial === undefined ) {
1447

1448
										console.warn( 'THREE.WebGLRenderer: MultiMaterial has insufficient amount of materials for geometry. %i material(s) expected but only %i provided.', groups.length, materials.length );
1449

1450
									} else if ( groupMaterial.visible === true ) {
1451

1452
										pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
1453

1454
									}
1455 1456

								}
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1457

1458 1459 1460 1461
							} else {

								console.warn( 'THREE.WebGLRenderer: MultiMaterial can not be used without groups.' );

M
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1462
							}
M
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1463

1464
						} else {
M
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1465

1466
							pushRenderItem( object, geometry, material, _vector3.z, null );
1467

1468
						}
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OpenShift guest 已提交
1469

1470
					}
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1471

1472
				}
M
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1473

1474
			}
M
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1475

M
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1476
		}
M
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1477

M
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1478
		var children = object.children;
M
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1479

M
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1480 1481
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1482
			projectObject( children[ i ], camera );
M
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1483

1484
		}
1485

1486
	}
M
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1487

1488
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
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1489

M
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1490
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1491

1492
			var renderItem = renderList[ i ];
M
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1493

1494
			var object = renderItem.object;
M
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1495 1496 1497
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
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1498

1499 1500
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
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1501

1502
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
1503

1504
			if ( object.isImmediateRenderObject ) {
M
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1505

M
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1506
				setMaterial( material );
M
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1507

1508
				var program = setProgram( camera, scene.fog, material, object );
M
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1509

M
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1510
				_currentGeometryProgram = '';
M
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1511

M
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1512
				object.render( function ( object ) {
M
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1513

M
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1514
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1515

M
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1516
				} );
1517

M
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1518
			} else {
M
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1519

1520
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
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1521

M
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1522
			}
M
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1523

1524
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1525 1526


1527
		}
M
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1528

1529
	}
G
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1530

1531
	function initMaterial( material, fog, object ) {
M
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1532

1533
		var materialProperties = properties.get( material );
G
gero3 已提交
1534

T
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1535
		var parameters = programCache.getParameters(
1536
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
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1537

G
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1538
		var code = programCache.getProgramCode( material, parameters );
G
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1539

1540
		var program = materialProperties.program;
T
tschw 已提交
1541
		var programChange = true;
1542

1543
		if ( program === undefined ) {
B
Ben Adams 已提交
1544

M
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1545 1546
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
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1547

1548
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1549

M
Mr.doob 已提交
1550
			// changed glsl or parameters
1551
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1552

G
gero3 已提交
1553
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1554

T
tschw 已提交
1555
			// same glsl and uniform list
T
tschw 已提交
1556 1557
			return;

T
tschw 已提交
1558
		} else {
B
Ben Adams 已提交
1559

T
tschw 已提交
1560 1561
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1562 1563 1564

		}

1565
		if ( programChange ) {
B
Ben Adams 已提交
1566

1567
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1568

R
Rich Harris 已提交
1569
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1570

1571 1572
				materialProperties.__webglShader = {
					name: material.type,
1573
					uniforms: UniformsUtils.clone( shader.uniforms ),
1574 1575 1576
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1577

1578
			} else {
B
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1579

1580 1581 1582 1583 1584 1585
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1586

1587
			}
G
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1588

1589
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1590

1591
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1592

1593 1594
			materialProperties.program = program;
			material.program = program;
1595 1596 1597

		}

1598
		var attributes = program.getAttributes();
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1599 1600 1601 1602 1603

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1604
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1605

M
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1606
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1620
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1621

M
Mr.doob 已提交
1622
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1623 1624 1625 1626 1627 1628 1629 1630 1631

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1632 1633
		var uniforms = materialProperties.__webglShader.uniforms;

1634
		if ( ! material.isShaderMaterial &&
1635 1636
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1637

T
tschw 已提交
1638
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1639
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1640
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1641 1642 1643

		}

1644
		materialProperties.fog = fog;
1645

1646
		// store the light setup it was created for
1647

1648
		materialProperties.lightsHash = _lights.hash;
1649

M
Mr.doob 已提交
1650
		if ( material.lights ) {
1651 1652 1653 1654 1655 1656

			// 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;
1657
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1658
			uniforms.pointLights.value = _lights.point;
1659 1660
			uniforms.hemisphereLights.value = _lights.hemi;

1661 1662 1663 1664 1665 1666
			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;
1667
			// TODO (abelnation): add area lights shadow info to uniforms
1668

1669 1670
		}

T
tschw 已提交
1671 1672
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1673
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1674

T
tschw 已提交
1675
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1676

M
Mr.doob 已提交
1677
	}
M
Mr.doob 已提交
1678

1679 1680
	function setMaterial( material ) {

M
Mr.doob 已提交
1681 1682 1683
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1684

R
Rich Harris 已提交
1685
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1686

M
Mr.doob 已提交
1687 1688 1689
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1690

B
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1691
		state.setDepthFunc( material.depthFunc );
M
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1692 1693
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1694
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1695
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1696 1697 1698

	}

1699
	function setProgram( camera, fog, material, object ) {
M
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1700 1701 1702

		_usedTextureUnits = 0;

1703
		var materialProperties = properties.get( material );
1704

T
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1705 1706 1707 1708 1709
		if ( _clippingEnabled ) {

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

				var useCache =
1710 1711
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
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1712 1713 1714 1715

				// 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
1716
				_clipping.setState(
1717 1718
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1719 1720 1721 1722 1723

			}

		}

1724
		if ( material.needsUpdate === false ) {
1725

1726
			if ( materialProperties.program === undefined ) {
1727

1728
				material.needsUpdate = true;
1729

1730
			} else if ( material.fog && materialProperties.fog !== fog ) {
1731

M
Mr.doob 已提交
1732
				material.needsUpdate = true;
1733

1734
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1735

1736
				material.needsUpdate = true;
1737

1738
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1739
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
1740
				materialProperties.numIntersection  !== _clipping.numIntersection ) ) {
1741 1742 1743

				material.needsUpdate = true;

1744
			}
1745 1746 1747 1748

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1749

1750
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1751 1752 1753 1754
			material.needsUpdate = false;

		}

1755
		var refreshProgram = false;
M
Mr.doob 已提交
1756
		var refreshMaterial = false;
1757
		var refreshLights = false;
M
Mr.doob 已提交
1758

1759
		var program = materialProperties.program,
1760
			p_uniforms = program.getUniforms(),
1761
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1762

1763
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1764

1765 1766
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1767

1768
			refreshProgram = true;
M
Mr.doob 已提交
1769
			refreshMaterial = true;
1770
			refreshLights = true;
M
Mr.doob 已提交
1771 1772 1773 1774 1775 1776

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1777

M
Mr.doob 已提交
1778 1779 1780 1781
			refreshMaterial = true;

		}

1782
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1783

T
tschw 已提交
1784
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1785

G
gero3 已提交
1786
			if ( capabilities.logarithmicDepthBuffer ) {
1787

T
tschw 已提交
1788
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1789
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1790 1791 1792 1793

			}


1794 1795 1796 1797 1798 1799 1800 1801 1802
			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
1803
				refreshLights = true;		// remains set until update done
1804 1805

			}
M
Mr.doob 已提交
1806

1807 1808 1809
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1810
			if ( material.isShaderMaterial ||
1811 1812 1813
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1814

T
tschw 已提交
1815 1816 1817
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1818

T
tschw 已提交
1819
					uCamPos.setValue( _gl,
1820
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1821 1822 1823 1824 1825

				}

			}

1826
			if ( material.isMeshPhongMaterial ||
1827 1828 1829 1830
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1831
				object.isSkinnedMesh ) {
1832

T
tschw 已提交
1833
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1834 1835 1836

			}

T
tschw 已提交
1837 1838
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1839

M
Mr.doob 已提交
1840 1841 1842 1843 1844 1845
		}

		// 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

1846
		if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1847

T
tschw 已提交
1848 1849
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1850

T
tschw 已提交
1851
			var skeleton = object.skeleton;
1852

T
tschw 已提交
1853
			if ( skeleton ) {
1854

T
tschw 已提交
1855
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1856

T
tschw 已提交
1857 1858 1859
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
Mr.doob 已提交
1860

T
tschw 已提交
1861
				} else {
M
Mr.doob 已提交
1862

T
tschw 已提交
1863
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1864 1865 1866 1867 1868 1869 1870 1871 1872

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1873
			if ( material.lights ) {
M
Mr.doob 已提交
1874

1875
				// the current material requires lighting info
M
Mr.doob 已提交
1876

T
tschw 已提交
1877 1878 1879 1880 1881 1882
				// 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
1883

T
tschw 已提交
1884
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1885

T
tschw 已提交
1886
			}
G
gero3 已提交
1887

T
tschw 已提交
1888
			// refresh uniforms common to several materials
G
gero3 已提交
1889

T
tschw 已提交
1890
			if ( fog && material.fog ) {
G
gero3 已提交
1891

T
tschw 已提交
1892
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1893 1894 1895

			}

1896
			if ( material.isMeshBasicMaterial ||
1897 1898 1899
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1900
				material.isMeshNormalMaterial ||
1901
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1902 1903 1904 1905 1906 1907 1908

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1909
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1910 1911 1912

				refreshUniformsLine( m_uniforms, material );

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

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

1918
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1919

M
Mr.doob 已提交
1920
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1921

1922
			} else if ( material.isMeshLambertMaterial ) {
1923 1924 1925

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1926 1927 1928 1929
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1930 1931 1932 1933
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1934
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1935 1936 1937

				refreshUniformsPhysical( m_uniforms, material );

1938
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1939

1940
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1941

1942
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1943

1944 1945 1946 1947 1948 1949 1950 1951
				if ( material.displacementMap ) {

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

				}

1952
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1953

1954
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1955 1956 1957

			}

M
Mr.doob 已提交
1958 1959 1960 1961 1962 1963
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

			if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = THREE.UniformsLib.LTC_MAT_TEXTURE;
			if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = THREE.UniformsLib.LTC_MAG_TEXTURE;

R
Rich Harris 已提交
1964
			WebGLUniforms.upload(
1965
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1966 1967 1968

		}

M
Mr.doob 已提交
1969

T
tschw 已提交
1970
		// common matrices
M
Mr.doob 已提交
1971

T
tschw 已提交
1972 1973 1974
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1975

T
tschw 已提交
1976
		return program;
A
arose 已提交
1977 1978 1979

	}

M
Mr.doob 已提交
1980 1981
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1982
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1983 1984 1985

		uniforms.opacity.value = material.opacity;

1986
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1987

1988
		if ( material.emissive ) {
M
Mr.doob 已提交
1989

1990
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1991 1992 1993

		}

1994 1995 1996
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1997

1998 1999 2000 2001 2002 2003 2004
		if ( material.lightMap ) {

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

		}

2005
		if ( material.aoMap ) {
2006

2007 2008
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2009 2010 2011

		}

M
Mr.doob 已提交
2012
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2013 2014 2015 2016 2017
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2018
		// 6. emissive map
M
Mr.doob 已提交
2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2030 2031 2032 2033
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2034 2035 2036 2037 2038 2039 2040 2041
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2042 2043 2044 2045 2046 2047 2048 2049
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2050 2051 2052 2053
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2054 2055 2056 2057
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2058 2059 2060 2061
		}

		if ( uvScaleMap !== undefined ) {

2062
			// backwards compatibility
2063
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2064 2065 2066 2067 2068

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2069 2070 2071 2072 2073 2074 2075 2076
			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;
2077 2078 2079 2080 2081

		// 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
2082
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2083

2084
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2085 2086
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2087
	}
M
Mr.doob 已提交
2088

M
Mr.doob 已提交
2089
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2090 2091 2092 2093

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

M
Mr.doob 已提交
2094
	}
M
Mr.doob 已提交
2095

M
Mr.doob 已提交
2096
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2097 2098 2099 2100 2101

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

M
Mr.doob 已提交
2102
	}
M
Mr.doob 已提交
2103

M
Mr.doob 已提交
2104
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2105

2106
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2107
		uniforms.opacity.value = material.opacity;
2108
		uniforms.size.value = material.size * _pixelRatio;
2109
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2110 2111 2112

		uniforms.map.value = material.map;

2113 2114 2115 2116 2117 2118 2119 2120 2121
		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
2122
	}
M
Mr.doob 已提交
2123

M
Mr.doob 已提交
2124
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2125 2126 2127

		uniforms.fogColor.value = fog.color;

2128
		if ( fog.isFog ) {
M
Mr.doob 已提交
2129 2130 2131 2132

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

2133
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2134 2135 2136 2137 2138

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2139
	}
M
Mr.doob 已提交
2140

M
Mr.doob 已提交
2141
	function refreshUniformsLambert( uniforms, material ) {
2142 2143 2144 2145 2146 2147 2148 2149 2150

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2151
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2152

2153
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2154
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2155

2156
		if ( material.emissiveMap ) {
2157

2158
			uniforms.emissiveMap.value = material.emissiveMap;
2159

2160
		}
M
Mr.doob 已提交
2161

2162 2163 2164 2165
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2166

2167
		}
M
Mr.doob 已提交
2168

2169 2170 2171 2172 2173 2174
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2175

2176 2177 2178 2179 2180
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2181

2182
		}
2183

T
Takahiro 已提交
2184 2185 2186 2187 2188 2189
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2190
		if ( material.gradientMap ) {
T
Takahiro 已提交
2191

T
Takahiro 已提交
2192
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2193 2194 2195

		}

2196 2197
	}

M
Mr.doob 已提交
2198
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251

		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
2252
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2253

2254 2255 2256
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2257 2258 2259 2260
		refreshUniformsStandard( uniforms, material );

	}

2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286
	function refreshUniformsNormal( uniforms, material ) {

		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;

		}

	}

2287 2288
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2289
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2290

M
Mr.doob 已提交
2291
		uniforms.ambientLightColor.needsUpdate = value;
2292

B
Ben Houston 已提交
2293 2294 2295
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2296
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2297
		uniforms.hemisphereLights.needsUpdate = value;
2298

M
Mr.doob 已提交
2299
	}
2300

T
tschw 已提交
2301
	// Lighting
M
Mr.doob 已提交
2302

M
Mr.doob 已提交
2303
	function setupShadows( lights ) {
2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322

		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
2323
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2324

B
brason 已提交
2325
		var l, ll, light,
2326 2327 2328 2329 2330
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2331

2332
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2333

M
Mr.doob 已提交
2334
		directionalLength = 0,
M
Mr.doob 已提交
2335 2336
		pointLength = 0,
		spotLength = 0,
2337
		rectAreaLength = 0,
2338
		hemiLength = 0;
M
Mr.doob 已提交
2339 2340 2341 2342 2343 2344 2345 2346 2347

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

			light = lights[ l ];

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

2348
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2349

2350
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2351

2352 2353 2354
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2355

2356
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2357

M
Mr.doob 已提交
2358
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2359

2360
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2361
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2362
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2363 2364 2365
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2366
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2367

2368
				if ( light.castShadow ) {
M
Mr.doob 已提交
2369

2370 2371 2372
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2373

2374 2375
				}

2376
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2377
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2378
				_lights.directional[ directionalLength ++ ] = uniforms;
M
Mr.doob 已提交
2379

2380
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2381

M
Mr.doob 已提交
2382
				var uniforms = lightCache.get( light );
M
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2383 2384 2385

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
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2386

M
Mr.doob 已提交
2387 2388 2389 2390 2391 2392 2393 2394
				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 );

2395 2396
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2397
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
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2398

2399
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2400

2401 2402
				if ( light.castShadow ) {

2403 2404 2405
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2406

2407 2408
				}

2409
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2410
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2411
				_lights.spot[ spotLength ++ ] = uniforms;
2412

2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444
			} 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;

2445
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2446

M
Mr.doob 已提交
2447
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2448

M
Mr.doob 已提交
2449 2450
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2451

M
Mr.doob 已提交
2452 2453
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2454 2455
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2456
				uniforms.shadow = light.castShadow;
2457

M
Mr.doob 已提交
2458
				if ( light.castShadow ) {
2459

2460 2461 2462 2463 2464
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2465

2466
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2467

2468 2469
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2470
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2471

2472 2473
				}

2474 2475 2476 2477 2478
				// 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
2479
				_lights.point[ pointLength ++ ] = uniforms;
2480

2481
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2482

M
Mr.doob 已提交
2483
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2484 2485 2486 2487

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2488

M
Mr.doob 已提交
2489 2490
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2491

M
Mr.doob 已提交
2492
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2493 2494 2495 2496 2497

			}

		}

M
Mr.doob 已提交
2498 2499 2500
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2501

M
Mr.doob 已提交
2502 2503
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2504
		_lights.rectArea.length = rectAreaLength;
2505
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2506
		_lights.hemi.length = hemiLength;
2507

2508 2509
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2510

M
Mr.doob 已提交
2511
	}
M
Mr.doob 已提交
2512 2513 2514 2515 2516

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2517
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2518
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2519 2520 2521 2522 2523

	};

	// Textures

T
tschw 已提交
2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539
	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;

	}

2540
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2541

2542
	// this.setTexture2D = setTexture2D;
2543
	this.setTexture2D = ( function() {
T
tschw 已提交
2544

2545
		var warned = false;
T
tschw 已提交
2546

2547
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2548
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2549

T
Takahiro 已提交
2550
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2551

2552
				if ( ! warned ) {
T
tschw 已提交
2553

2554 2555
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2556

2557
				}
T
tschw 已提交
2558

2559
				texture = texture.texture;
T
tschw 已提交
2560

2561
			}
T
tschw 已提交
2562

2563
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2564

2565
		};
T
tschw 已提交
2566

2567
	}() );
T
tschw 已提交
2568

2569 2570 2571 2572
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2573
		return function setTexture( texture, slot ) {
2574 2575 2576 2577 2578 2579 2580 2581

			if ( ! warned ) {

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

			}

2582
			textures.setTexture2D( texture, slot );
2583 2584 2585 2586 2587 2588 2589 2590 2591

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2592
		return function setTextureCube( texture, slot ) {
2593 2594

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2595
			if ( texture && texture.isWebGLRenderTargetCube ) {
2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609

				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
2610
			if ( ( texture && texture.isCubeTexture ) ||
2611
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2612 2613 2614 2615

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2616
				textures.setTextureCube( texture, slot );
2617 2618 2619 2620 2621

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2622
				textures.setTextureCubeDynamic( texture, slot );
2623 2624 2625 2626 2627 2628

			}

		};

	}() );
T
tschw 已提交
2629

2630 2631 2632 2633
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2634
	};
2635

2636
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2637

2638 2639
		_currentRenderTarget = renderTarget;

2640
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2641

2642
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2643 2644 2645

		}

T
Takahiro 已提交
2646
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2647
		var framebuffer;
M
Mr.doob 已提交
2648 2649 2650

		if ( renderTarget ) {

2651
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2652

M
Mr.doob 已提交
2653 2654
			if ( isCube ) {

2655
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2656 2657 2658

			} else {

2659
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2660 2661 2662

			}

2663 2664
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2665

2666
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2667 2668 2669 2670 2671

		} else {

			framebuffer = null;

2672
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2673
			_currentScissorTest = _scissorTest;
2674

2675
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2676 2677 2678

		}

M
Mr.doob 已提交
2679
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2680 2681 2682 2683 2684 2685

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

		}

2686 2687
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2688

2689
		state.viewport( _currentViewport );
2690

M
Mr.doob 已提交
2691 2692 2693
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2694
			_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
2695 2696 2697

		}

M
Mr.doob 已提交
2698 2699
	};

M
Mr.doob 已提交
2700
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2701

T
Takahiro 已提交
2702
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2703

2704
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2705
			return;
2706

G
gero3 已提交
2707
		}
2708

M
Mr.doob 已提交
2709
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2710

M
Mr.doob 已提交
2711
		if ( framebuffer ) {
2712

G
gero3 已提交
2713
			var restore = false;
2714

M
Mr.doob 已提交
2715
			if ( framebuffer !== _currentFramebuffer ) {
2716

M
Mr.doob 已提交
2717
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2718

G
gero3 已提交
2719
				restore = true;
2720

G
gero3 已提交
2721
			}
2722

M
Mr.doob 已提交
2723
			try {
2724

M
Mr.doob 已提交
2725
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2726 2727
				var textureFormat = texture.format;
				var textureType = texture.type;
2728

M
Mr.doob 已提交
2729
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2730

M
Mr.doob 已提交
2731 2732
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2733

M
Mr.doob 已提交
2734
				}
2735

M
Mr.doob 已提交
2736
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2737 2738
					! ( 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' ) ) ) {
2739

M
Mr.doob 已提交
2740 2741
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2742

M
Mr.doob 已提交
2743
				}
2744

M
Mr.doob 已提交
2745
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2746

2747 2748
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2749
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2750

M
Mr.doob 已提交
2751
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2752 2753

					}
2754

M
Mr.doob 已提交
2755
				} else {
M
Mr.doob 已提交
2756

M
Mr.doob 已提交
2757 2758 2759
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2760

M
Mr.doob 已提交
2761
			} finally {
M
Mr.doob 已提交
2762

M
Mr.doob 已提交
2763 2764 2765
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2766

M
Mr.doob 已提交
2767 2768 2769
				}

			}
M
Mr.doob 已提交
2770 2771 2772

		}

M
Mr.doob 已提交
2773 2774
	};

M
Mr.doob 已提交
2775 2776
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2777
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2778

2779 2780
		var extension;

R
Rich Harris 已提交
2781 2782 2783
		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
2784

R
Rich Harris 已提交
2785 2786 2787
		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
2788

R
Rich Harris 已提交
2789 2790 2791
		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
2792

R
Rich Harris 已提交
2793 2794 2795 2796
		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
2797

R
Rich Harris 已提交
2798 2799 2800 2801 2802 2803
		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
2804

2805
		if ( p === HalfFloatType ) {
2806

2807
			extension = extensions.get( 'OES_texture_half_float' );
2808

2809
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2810 2811 2812

		}

R
Rich Harris 已提交
2813 2814 2815 2816 2817 2818
		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;
2819
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
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		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
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		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;
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		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
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2838 2839
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
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2841
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2842

2843 2844 2845 2846 2847 2848 2849 2850
			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;

			}
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		}

2854
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2855
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2856

2857
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2859 2860 2861 2862 2863 2864 2865 2866
			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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		}

2870
		if ( p === RGB_ETC1_Format ) {
2871

2872
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2873

2874
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2875 2876 2877

		}

2878 2879 2880
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2881

2882
			if ( extension !== null ) {
2883

2884 2885 2886 2887
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2888 2889 2890

		}

2891
		if ( p === UnsignedInt248Type ) {
2892

2893
			extension = extensions.get( 'WEBGL_depth_texture' );
2894

2895
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2896 2897 2898

		}

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		return 0;

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2901
	}
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}
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2906
export { WebGLRenderer };