WebGLRenderer.js 68.7 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, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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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';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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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';
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// import { Sphere } from '../math/Sphere';
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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 currentRenderList = null;
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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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		// 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 ],
			directional: [],
			directionalShadowMap: [],
			directionalShadowMatrix: [],
			spot: [],
			spotShadowMap: [],
			spotShadowMatrix: [],
			rectArea: [],
			point: [],
			pointShadowMap: [],
			pointShadowMatrix: [],
			hemi: [],
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			shadows: []
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		},
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		// info
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		_infoMemory = {
			geometries: 0,
			textures: 0
		},

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		_infoRender = {
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			frame: 0,
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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: _infoMemory,
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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		_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
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		if ( _gl === null ) {

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			if ( _canvas.getContext( 'webgl' ) !== null ) {
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				throw '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 );
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	var properties = new WebGLProperties();
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	var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, _infoMemory );
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	var attributes = new WebGLAttributes( _gl );
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	var geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
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	var objects = new WebGLObjects( _gl, geometries, _infoRender );
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	var programCache = new WebGLPrograms( this, capabilities );
	var lightCache = new WebGLLights();
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	var renderLists = new WebGLRenderLists();
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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 () {

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

		}
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	};

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

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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();
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		objects.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 );

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		properties.remove( 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

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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Mr.doob 已提交
600 601
	this.renderBufferImmediate = function ( object, program, material ) {

602
		state.initAttributes();
603

604
		var buffers = properties.get( object );
605

606 607 608 609
		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();
M
Mr.doob 已提交
610

611
		var programAttributes = program.getAttributes();
612

M
Mr.doob 已提交
613 614
		if ( object.hasPositions ) {

615
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
616
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
617

618 619
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
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620 621 622 623 624

		}

		if ( object.hasNormals ) {

625
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
626

627
			if ( ! material.isMeshPhongMaterial &&
628
				! material.isMeshStandardMaterial &&
629
				! material.isMeshNormalMaterial &&
630
				material.shading === FlatShading ) {
M
Mr.doob 已提交
631

632
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
633

634
					var array = object.normalArray;
M
Mr.doob 已提交
635

636 637 638
					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
639

640 641 642
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
643

644 645 646
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
647

648 649 650
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
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651 652 653 654 655 656

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
657

658
			state.enableAttribute( programAttributes.normal );
659

660
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
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661 662 663 664 665

		}

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

666
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
667
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
668

669
			state.enableAttribute( programAttributes.uv );
670

671
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
672 673 674

		}

R
Rich Harris 已提交
675
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
676

677
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
678
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
679

680
			state.enableAttribute( programAttributes.color );
681

682
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
683 684 685

		}

686
		state.disableUnusedAttributes();
687

M
Mr.doob 已提交
688 689 690 691 692 693
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

694
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
695

696
		state.setMaterial( material );
M
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697

M
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698
		var program = setProgram( camera, fog, material, object );
M
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699
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
700

M
Mr.doob 已提交
701
		var updateBuffers = false;
M
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702 703 704 705 706 707 708 709 710 711 712 713 714 715

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
716 717
			// TODO Remove allocations

M
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718 719 720 721 722 723 724 725 726
			var activeInfluences = [];

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

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

			}

727
			activeInfluences.sort( absNumericalSort );
M
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728 729 730 731 732 733 734

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

735 736
			var morphAttributes = geometry.morphAttributes;

M
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737 738 739 740 741 742 743
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

744
					var index = influence[ 1 ];
M
Mr.doob 已提交
745

746 747
					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
748 749 750

				} else {

751 752
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
753 754 755 756 757

				}

			}

758 759 760 761 762 763
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
764
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
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765 766 767 768 769

			updateBuffers = true;

		}

770 771
		//

772
		var index = geometry.index;
773
		var position = geometry.attributes.position;
774
		var rangeFactor = 1;
775

776 777
		if ( material.wireframe === true ) {

778
			index = geometries.getWireframeAttribute( geometry );
779
			rangeFactor = 2;
780 781 782

		}

M
Mr.doob 已提交
783
		var renderer = bufferRenderer;
784

785
		if ( index !== null ) {
786

787 788
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
789

790
		}
M
Mr.doob 已提交
791

792
		if ( updateBuffers ) {
M
Mr.doob 已提交
793

794
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
795

796
			if ( index !== null ) {
797

M
Mr.doob 已提交
798
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
799 800 801

			}

802
		}
803

804 805
		//

806
		var dataCount = 0;
807

M
Mr.doob 已提交
808
		if ( index !== null ) {
809

M
Mr.doob 已提交
810
			dataCount = index.count;
811

M
Mr.doob 已提交
812
		} else if ( position !== undefined ) {
813

M
Mr.doob 已提交
814
			dataCount = position.count;
815

M
Mr.doob 已提交
816
		}
817

M
Mr.doob 已提交
818 819
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
820

M
Mr.doob 已提交
821 822
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
823

M
Mr.doob 已提交
824 825
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
826 827 828

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

829 830
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
831
		//
832

833
		if ( object.isMesh ) {
834

835
			if ( material.wireframe === true ) {
836

837
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
838
				renderer.setMode( _gl.LINES );
839

840
			} else {
M
Mr.doob 已提交
841 842

				switch ( object.drawMode ) {
843

R
Rich Harris 已提交
844
					case TrianglesDrawMode:
B
Ben Adams 已提交
845 846 847
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
848
					case TriangleStripDrawMode:
B
Ben Adams 已提交
849 850 851
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
852
					case TriangleFanDrawMode:
B
Ben Adams 已提交
853 854 855 856
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
857

858
			}
859

860

861
		} else if ( object.isLine ) {
862

863
			var lineWidth = material.linewidth;
864

865
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
866

867
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
868

869
			if ( object.isLineSegments ) {
870

871
				renderer.setMode( _gl.LINES );
872

873 874 875 876
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

877
			} else {
878

879
				renderer.setMode( _gl.LINE_STRIP );
880 881

			}
M
Mr.doob 已提交
882

883
		} else if ( object.isPoints ) {
884 885

			renderer.setMode( _gl.POINTS );
886 887

		}
888

T
Takahiro 已提交
889
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
890 891 892

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
893
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
894

J
jfranc 已提交
895
			}
896 897 898

		} else {

M
Mr.doob 已提交
899
			renderer.render( drawStart, drawCount );
900

M
Mr.doob 已提交
901 902 903 904
		}

	};

905
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
906

T
Takahiro 已提交
907
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
908

909
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
910

911
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
912
				return;
B
Ben Adams 已提交
913

M
Mr.doob 已提交
914 915 916
			}

		}
B
Ben Adams 已提交
917

918 919
		if ( startIndex === undefined ) startIndex = 0;

920 921
		state.initAttributes();

922
		var geometryAttributes = geometry.attributes;
923

924
		var programAttributes = program.getAttributes();
925

926
		var materialDefaultAttributeValues = material.defaultAttributeValues;
927

928
		for ( var name in programAttributes ) {
929

930
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
931

M
Mr.doob 已提交
932
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
933

934
				var geometryAttribute = geometryAttributes[ name ];
935

M
Mr.doob 已提交
936
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
937

938
					var normalized = geometryAttribute.normalized;
939
					var size = geometryAttribute.itemSize;
940

941
					var attributeProperties = attributes.get( geometryAttribute );
942

M
Mr.doob 已提交
943
					var buffer = attributeProperties.buffer;
944 945
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
946

A
aardgoose 已提交
947
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
948

M
Mr.doob 已提交
949 950 951 952
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
953
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
954

955
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
956

M
Mr.doob 已提交
957
							if ( geometry.maxInstancedCount === undefined ) {
958

D
dubejf 已提交
959
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
960

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

M
Mr.doob 已提交
963
						} else {
B
Ben Adams 已提交
964

M
Mr.doob 已提交
965
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
966

M
Mr.doob 已提交
967
						}
B
Ben Adams 已提交
968

M
Mr.doob 已提交
969
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
970
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
971

M
Mr.doob 已提交
972
					} else {
B
Ben Adams 已提交
973

A
aardgoose 已提交
974
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
975

976
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
977

M
Mr.doob 已提交
978
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
979

D
dubejf 已提交
980
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
981

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

M
Mr.doob 已提交
984 985 986 987
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
988
						}
B
Ben Adams 已提交
989

M
Mr.doob 已提交
990
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
991
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
992

B
Ben Adams 已提交
993
					}
M
Mr.doob 已提交
994

995 996
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
997
					var value = materialDefaultAttributeValues[ name ];
998

999
					if ( value !== undefined ) {
M
Mr.doob 已提交
1000

1001
						switch ( value.length ) {
M
Mr.doob 已提交
1002

1003 1004 1005
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1006

1007 1008 1009
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1010

1011 1012 1013
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1014

1015 1016
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1017 1018

						}
M
Mr.doob 已提交
1019 1020 1021 1022 1023 1024 1025 1026

					}

				}

			}

		}
1027

1028
		state.disableUnusedAttributes();
1029

M
Mr.doob 已提交
1030 1031
	}

M
Mr.doob 已提交
1032 1033
	// Sorting

1034
	function absNumericalSort( a, b ) {
1035

1036
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1037 1038 1039

	}

M
Mr.doob 已提交
1040 1041 1042 1043
	// Rendering

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

1044
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1045

1046
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1047 1048 1049 1050 1051 1052
			return;

		}

		// reset caching for this frame

1053
		_currentGeometryProgram = '';
1054
		_currentMaterialId = - 1;
1055
		_currentCamera = null;
M
Mr.doob 已提交
1056 1057 1058

		// update scene graph

1059
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1060 1061 1062

		// update camera matrices and frustum

M
Mr.doob 已提交
1063 1064
		camera.onBeforeRender( _this );

1065
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1066 1067 1068 1069 1070 1071

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1072
		lights.length = 0;
M
Mr.doob 已提交
1073 1074 1075
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1076
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1077
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1078

1079 1080 1081
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1082
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1083

1084
		currentRenderList.finish();
1085

M
Mr.doob 已提交
1086
		if ( _this.sortObjects === true ) {
1087

1088
			currentRenderList.sort();
M
Mr.doob 已提交
1089

1090 1091
		}

M
Mr.doob 已提交
1092
		//
M
Mr.doob 已提交
1093

T
tschw 已提交
1094
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1095

1096 1097
		setupShadows( lights );

M
Mr.doob 已提交
1098
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1099

1100 1101
		setupLights( lights, camera );

T
tschw 已提交
1102
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1103

M
Mr.doob 已提交
1104 1105
		//

M
Mr.doob 已提交
1106
		_infoRender.frame ++;
1107 1108 1109 1110
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1111

1112 1113 1114 1115 1116 1117
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1118 1119
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1120 1121 1122 1123 1124 1125
		//

		var background = scene.background;

		if ( background === null ) {

1126
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1127

T
Takahiro 已提交
1128
		} else if ( background && background.isColor ) {
1129

1130
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1131
			forceClear = true;
1132 1133 1134 1135 1136 1137 1138 1139 1140

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1141
		if ( background && background.isCubeTexture ) {
M
Mr.doob 已提交
1142

M
Mr.doob 已提交
1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165
			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 );
M
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1166 1167 1168


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1169
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
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1170

1171 1172
			objects.update( backgroundBoxMesh );

M
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1173
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
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1174

T
Takahiro 已提交
1175
		} else if ( background && background.isTexture ) {
M
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1176

M
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1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187
			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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Mr.doob 已提交
1188 1189
			backgroundPlaneMesh.material.map = background;

1190 1191
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1192
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
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1193

M
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1194 1195
		}

1196
		//
M
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1197

1198 1199 1200
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
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1201 1202
		if ( scene.overrideMaterial ) {

1203
			var overrideMaterial = scene.overrideMaterial;
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1204

M
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1205 1206
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1207

M
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1208 1209 1210 1211
		} else {

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

M
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1212
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
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1213 1214 1215

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

M
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1216
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1217 1218 1219 1220 1221

		}

		// custom render plugins (post pass)

M
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1222
		spritePlugin.render( scene, camera );
1223
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1224 1225 1226

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

M
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1227 1228
		if ( renderTarget ) {

1229
			textures.updateRenderTargetMipmap( renderTarget );
M
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1230 1231 1232

		}

1233
		// Ensure depth buffer writing is enabled so it can be cleared on next render
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1234

1235 1236 1237
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
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1238

M
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1239 1240 1241 1242 1243 1244 1245 1246
		if ( camera.isArrayCamera && camera.enabled ) {

			_this.setScissorTest( false );

		}

		camera.onAfterRender( _this );

M
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1247 1248 1249
		// _gl.finish();

	};
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1250

1251
	/*
M
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1252 1253
	// TODO Duplicated code (Frustum)

1254 1255
	var _sphere = new Sphere();

T
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1256 1257 1258 1259 1260 1261 1262
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1263
		_sphere.copy( geometry.boundingSphere ).
1264
		applyMatrix4( object.matrixWorld );
M
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1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280

		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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1281 1282

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1283 1284 1285 1286

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298

		var planes = _this.clippingPlanes,

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

		do {

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

T
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1299
		} while ( ++ i !== numPlanes );
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1300 1301 1302 1303

		return true;

	}
1304
	*/
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1305

M
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1306
	function projectObject( object, camera, sortObjects ) {
M
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1307

M
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1308
		if ( ! object.visible ) return;
M
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1309

M
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1310
		var visible = object.layers.test( camera.layers );
M
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1311

1312 1313 1314
		if ( visible ) {

			if ( object.isLight ) {
M
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1315

1316
				lights.push( object );
M
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1317

1318
			} else if ( object.isSprite ) {
M
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1319

1320
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1321 1322 1323 1324

					sprites.push( object );

				}
M
Mr.doob 已提交
1325

1326
			} else if ( object.isLensFlare ) {
M
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1327

1328
				lensFlares.push( object );
M
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1329

1330
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1331

M
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1332
				if ( sortObjects ) {
M
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1333

M
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1334 1335
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
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1336

1337
				}
1338

1339
				currentRenderList.push( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1340

1341
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1342

1343
				if ( object.isSkinnedMesh ) {
M
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1344

1345
					object.skeleton.update();
1346

1347
				}
1348

1349
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1350

M
Mr.doob 已提交
1351
					if ( sortObjects ) {
1352

M
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1353 1354
						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );
1355

M
Mr.doob 已提交
1356
					}
1357

M
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1358 1359
					var geometry = objects.update( object );
					var material = object.material;
1360

M
Mr.doob 已提交
1361
					if ( Array.isArray( material ) ) {
1362

M
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1363
						var groups = geometry.groups;
1364

M
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1365
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
1366

M
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1367 1368
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
M
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1369

M
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1370
							if ( groupMaterial && groupMaterial.visible ) {
1371

1372
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
1373

M
Mr.doob 已提交
1374
							}
M
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1375

M
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1376
						}
M
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1377

M
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1378
					} else if ( material.visible ) {
1379

1380
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1381

1382
					}
M
Mr.doob 已提交
1383

1384
				}
M
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1385

1386
			}
M
Mr.doob 已提交
1387

M
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1388
		}
M
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1389

M
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1390
		var children = object.children;
M
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1391

M
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1392 1393
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
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1394
			projectObject( children[ i ], camera, sortObjects );
M
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1395

1396
		}
1397

1398
	}
M
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1399

1400
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1401

M
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1402
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1403

1404
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1405

1406
			var object = renderItem.object;
M
Mr.doob 已提交
1407 1408 1409
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1410

1411 1412
			object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
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1413
			if ( camera.isArrayCamera && camera.enabled ) {
M
Mr.doob 已提交
1414

M
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1415
				var cameras = camera.cameras;
M
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1416

M
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1417
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
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1418

M
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1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430
					var camera2 = cameras[ j ];
					var bounds = camera2.bounds;
					_this.setViewport(
						bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio,
						bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio
					);
					_this.setScissor(
						bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio,
						bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio
					);
					_this.setScissorTest( true );
					renderObject( object, scene, camera2, geometry, material, group );
M
Mr.doob 已提交
1431

M
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1432
				}
1433

M
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1434
			} else {
M
Mr.doob 已提交
1435

M
Mr.doob 已提交
1436
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1437

M
Mr.doob 已提交
1438
			}
M
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1439

1440
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1441

1442
		}
M
Mr.doob 已提交
1443

1444
	}
G
gero3 已提交
1445

M
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1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468
	function renderObject( object, scene, camera, geometry, material, group ) {

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

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

	}

1469
	function initMaterial( material, fog, object ) {
M
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1470

1471
		var materialProperties = properties.get( material );
G
gero3 已提交
1472

T
tschw 已提交
1473
		var parameters = programCache.getParameters(
1474
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1475

G
gero3 已提交
1476
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1477

1478
		var program = materialProperties.program;
T
tschw 已提交
1479
		var programChange = true;
1480

1481
		if ( program === undefined ) {
B
Ben Adams 已提交
1482

M
Mr.doob 已提交
1483 1484
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1485

1486
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1487

M
Mr.doob 已提交
1488
			// changed glsl or parameters
1489
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1490

G
gero3 已提交
1491
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1492

T
tschw 已提交
1493
			// same glsl and uniform list
T
tschw 已提交
1494 1495
			return;

T
tschw 已提交
1496
		} else {
B
Ben Adams 已提交
1497

T
tschw 已提交
1498 1499
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1500 1501 1502

		}

1503
		if ( programChange ) {
B
Ben Adams 已提交
1504

1505
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1506

R
Rich Harris 已提交
1507
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1508

1509 1510
				materialProperties.__webglShader = {
					name: material.type,
1511
					uniforms: UniformsUtils.clone( shader.uniforms ),
1512 1513 1514
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1515

1516
			} else {
B
Ben Adams 已提交
1517

1518 1519 1520 1521 1522 1523
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1524

1525
			}
G
gero3 已提交
1526

1527
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1528

1529
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1530

1531 1532
			materialProperties.program = program;
			material.program = program;
1533 1534 1535

		}

1536
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1537 1538 1539 1540 1541

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1542
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1543

1544
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1558
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1559

1560
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1561 1562 1563 1564 1565 1566 1567 1568 1569

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1570 1571
		var uniforms = materialProperties.__webglShader.uniforms;

1572
		if ( ! material.isShaderMaterial &&
1573 1574
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1575

T
tschw 已提交
1576
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1577
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1578
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1579 1580 1581

		}

1582
		materialProperties.fog = fog;
1583

1584
		// store the light setup it was created for
1585

1586
		materialProperties.lightsHash = _lights.hash;
1587

M
Mr.doob 已提交
1588
		if ( material.lights ) {
1589 1590 1591 1592 1593 1594

			// 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;
1595
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1596
			uniforms.pointLights.value = _lights.point;
1597 1598
			uniforms.hemisphereLights.value = _lights.hemi;

1599 1600 1601 1602 1603 1604
			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;
1605
			// TODO (abelnation): add area lights shadow info to uniforms
1606

1607 1608
		}

T
tschw 已提交
1609 1610
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1611
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1612

T
tschw 已提交
1613
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1614

M
Mr.doob 已提交
1615
	}
M
Mr.doob 已提交
1616

1617
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1618 1619 1620

		_usedTextureUnits = 0;

1621
		var materialProperties = properties.get( material );
1622

T
tschw 已提交
1623 1624 1625 1626 1627
		if ( _clippingEnabled ) {

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

				var useCache =
1628 1629
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1630 1631 1632 1633

				// 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
1634
				_clipping.setState(
1635 1636
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1637 1638 1639 1640 1641

			}

		}

1642
		if ( material.needsUpdate === false ) {
1643

1644
			if ( materialProperties.program === undefined ) {
1645

1646
				material.needsUpdate = true;
1647

1648
			} else if ( material.fog && materialProperties.fog !== fog ) {
1649

M
Mr.doob 已提交
1650
				material.needsUpdate = true;
1651

1652
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1653

1654
				material.needsUpdate = true;
1655

1656
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1657
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1658
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1659 1660 1661

				material.needsUpdate = true;

1662
			}
1663 1664 1665 1666

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1667

1668
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1669 1670 1671 1672
			material.needsUpdate = false;

		}

1673
		var refreshProgram = false;
M
Mr.doob 已提交
1674
		var refreshMaterial = false;
1675
		var refreshLights = false;
M
Mr.doob 已提交
1676

1677
		var program = materialProperties.program,
1678
			p_uniforms = program.getUniforms(),
1679
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1680

1681
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1682

1683 1684
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1685

1686
			refreshProgram = true;
M
Mr.doob 已提交
1687
			refreshMaterial = true;
1688
			refreshLights = true;
M
Mr.doob 已提交
1689 1690 1691 1692 1693 1694

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1695

M
Mr.doob 已提交
1696 1697 1698 1699
			refreshMaterial = true;

		}

1700
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1701

M
Mr.doob 已提交
1702
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1703

G
gero3 已提交
1704
			if ( capabilities.logarithmicDepthBuffer ) {
1705

T
tschw 已提交
1706
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1707
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1708 1709 1710 1711

			}


1712 1713 1714 1715 1716 1717 1718 1719 1720
			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
1721
				refreshLights = true;		// remains set until update done
1722 1723

			}
M
Mr.doob 已提交
1724

1725 1726 1727
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1728
			if ( material.isShaderMaterial ||
1729 1730 1731
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1732

T
tschw 已提交
1733 1734 1735
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1736

T
tschw 已提交
1737
					uCamPos.setValue( _gl,
1738
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1739 1740 1741 1742 1743

				}

			}

1744
			if ( material.isMeshPhongMaterial ||
1745 1746 1747 1748
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1749
				material.skinning ) {
1750

T
tschw 已提交
1751
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1752 1753 1754

			}

M
Mr.doob 已提交
1755 1756
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1757

M
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1758 1759 1760 1761 1762 1763
		}

		// 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

1764
		if ( material.skinning ) {
M
Mr.doob 已提交
1765

T
tschw 已提交
1766 1767
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1768

T
tschw 已提交
1769
			var skeleton = object.skeleton;
1770

T
tschw 已提交
1771
			if ( skeleton ) {
1772

1773 1774
				var bones = skeleton.bones;

1775
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1776

1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801
					if ( skeleton.boneTexture === undefined ) {

						// layout (1 matrix = 4 pixels)
						//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
						//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
						//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
						//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
						//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)


						var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
						size = _Math.nextPowerOfTwo( Math.ceil( size ) );
						size = Math.max( size, 4 );

						var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
						boneMatrices.set( skeleton.boneMatrices ); // copy current values

						var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );

						skeleton.boneMatrices = boneMatrices;
						skeleton.boneTexture = boneTexture;
						skeleton.boneTextureSize = size;

					}

M
Mr.doob 已提交
1802 1803
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1804

T
tschw 已提交
1805
				} else {
M
Mr.doob 已提交
1806

T
tschw 已提交
1807
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1808 1809 1810 1811 1812 1813 1814 1815 1816

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1817
			if ( material.lights ) {
M
Mr.doob 已提交
1818

1819
				// the current material requires lighting info
M
Mr.doob 已提交
1820

T
tschw 已提交
1821 1822 1823 1824 1825 1826
				// 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
1827

T
tschw 已提交
1828
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1829

T
tschw 已提交
1830
			}
G
gero3 已提交
1831

T
tschw 已提交
1832
			// refresh uniforms common to several materials
G
gero3 已提交
1833

T
tschw 已提交
1834
			if ( fog && material.fog ) {
G
gero3 已提交
1835

T
tschw 已提交
1836
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1837 1838 1839

			}

1840
			if ( material.isMeshBasicMaterial ||
1841 1842 1843
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1844
				material.isMeshNormalMaterial ||
1845
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1846 1847 1848 1849 1850 1851 1852

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1853
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1854 1855 1856

				refreshUniformsLine( m_uniforms, material );

1857
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1858 1859 1860 1861

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

1862
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1863

M
Mr.doob 已提交
1864
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1865

1866
			} else if ( material.isMeshLambertMaterial ) {
1867 1868 1869

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1870 1871 1872 1873
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1874 1875 1876 1877
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1878
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1879 1880 1881

				refreshUniformsPhysical( m_uniforms, material );

1882
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1883

1884
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1885

1886
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1887

1888 1889 1890 1891 1892 1893 1894 1895
				if ( material.displacementMap ) {

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

				}

1896
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1897

1898
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1899 1900 1901

			}

M
Mr.doob 已提交
1902 1903 1904 1905 1906 1907
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
Rich Harris 已提交
1908
			WebGLUniforms.upload(
1909
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1910 1911 1912

		}

M
Mr.doob 已提交
1913

T
tschw 已提交
1914
		// common matrices
M
Mr.doob 已提交
1915

M
Mr.doob 已提交
1916 1917
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1918
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1919

T
tschw 已提交
1920
		return program;
A
arose 已提交
1921 1922 1923

	}

M
Mr.doob 已提交
1924 1925
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1926
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1927 1928 1929

		uniforms.opacity.value = material.opacity;

1930
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1931

1932
		if ( material.emissive ) {
M
Mr.doob 已提交
1933

1934
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1935 1936 1937

		}

1938 1939 1940
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1941

1942 1943 1944 1945 1946 1947 1948
		if ( material.lightMap ) {

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

		}

1949
		if ( material.aoMap ) {
1950

1951 1952
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1953 1954 1955

		}

M
Mr.doob 已提交
1956
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1957 1958 1959 1960 1961
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1962
		// 6. emissive map
M
Mr.doob 已提交
1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1974 1975 1976 1977
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1978 1979 1980 1981 1982 1983 1984 1985
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1986 1987 1988 1989 1990 1991 1992 1993
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1994 1995 1996 1997
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1998 1999 2000 2001
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2002 2003 2004 2005
		}

		if ( uvScaleMap !== undefined ) {

2006
			// backwards compatibility
2007
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2008 2009 2010 2011 2012

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2013 2014 2015 2016 2017 2018 2019 2020
			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;
2021 2022 2023 2024 2025

		// 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
2026
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2027

2028
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2029 2030
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2031
	}
M
Mr.doob 已提交
2032

M
Mr.doob 已提交
2033
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2034 2035 2036 2037

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

M
Mr.doob 已提交
2038
	}
M
Mr.doob 已提交
2039

M
Mr.doob 已提交
2040
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2041 2042 2043 2044 2045

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

M
Mr.doob 已提交
2046
	}
M
Mr.doob 已提交
2047

M
Mr.doob 已提交
2048
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2049

2050
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2051
		uniforms.opacity.value = material.opacity;
2052
		uniforms.size.value = material.size * _pixelRatio;
2053
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2054 2055 2056

		uniforms.map.value = material.map;

2057 2058 2059 2060 2061 2062 2063 2064 2065
		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
2066
	}
M
Mr.doob 已提交
2067

M
Mr.doob 已提交
2068
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2069 2070 2071

		uniforms.fogColor.value = fog.color;

2072
		if ( fog.isFog ) {
M
Mr.doob 已提交
2073 2074 2075 2076

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

2077
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2078 2079 2080 2081 2082

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2083
	}
M
Mr.doob 已提交
2084

M
Mr.doob 已提交
2085
	function refreshUniformsLambert( uniforms, material ) {
2086 2087 2088 2089 2090 2091 2092 2093 2094

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2095
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2096

2097
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2098
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2099

2100
		if ( material.emissiveMap ) {
2101

2102
			uniforms.emissiveMap.value = material.emissiveMap;
2103

2104
		}
M
Mr.doob 已提交
2105

2106 2107 2108 2109
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2110

2111
		}
M
Mr.doob 已提交
2112

2113 2114 2115 2116 2117 2118
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2119

2120 2121 2122 2123 2124
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2125

2126
		}
2127

T
Takahiro 已提交
2128 2129 2130 2131 2132 2133
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2134
		if ( material.gradientMap ) {
T
Takahiro 已提交
2135

T
Takahiro 已提交
2136
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2137 2138 2139

		}

2140 2141
	}

M
Mr.doob 已提交
2142
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195

		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
2196
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2197

2198 2199 2200
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2201 2202 2203 2204
		refreshUniformsStandard( uniforms, material );

	}

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
	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;

		}

	}

2231 2232
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2233
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2234

M
Mr.doob 已提交
2235
		uniforms.ambientLightColor.needsUpdate = value;
2236

B
Ben Houston 已提交
2237 2238 2239
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2240
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2241
		uniforms.hemisphereLights.needsUpdate = value;
2242

M
Mr.doob 已提交
2243
	}
2244

T
tschw 已提交
2245
	// Lighting
M
Mr.doob 已提交
2246

M
Mr.doob 已提交
2247
	function setupShadows( lights ) {
2248 2249 2250 2251 2252 2253 2254 2255 2256

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

M
Mr.doob 已提交
2257 2258
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2259 2260 2261 2262 2263 2264 2265 2266 2267

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2268
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2269

M
Mr.doob 已提交
2270
		var l, ll, light, shadow,
2271 2272 2273 2274 2275
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2276

2277
			viewMatrix = camera.matrixWorldInverse,
M
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2278

M
Mr.doob 已提交
2279 2280 2281 2282 2283
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2284 2285 2286 2287 2288 2289 2290 2291 2292

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

			light = lights[ l ];

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

2293
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2294

2295
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2296

2297 2298 2299
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2300

2301
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2302

M
Mr.doob 已提交
2303
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2304

2305
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2306
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2307
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2308 2309 2310
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2311
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2312

2313
				if ( light.castShadow ) {
M
Mr.doob 已提交
2314

M
Mr.doob 已提交
2315 2316 2317 2318 2319
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2320

2321 2322
				}

2323
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2324
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2325 2326 2327
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2328

2329
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2330

M
Mr.doob 已提交
2331
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2332 2333 2334

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2335

M
Mr.doob 已提交
2336 2337 2338 2339 2340 2341 2342 2343
				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 );

2344 2345
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2346
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2347

2348
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2349

2350 2351
				if ( light.castShadow ) {

M
Mr.doob 已提交
2352 2353 2354 2355 2356
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2357

2358 2359
				}

2360
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2361
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2362 2363 2364
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2365

2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395
			} 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;

M
Mr.doob 已提交
2396 2397 2398
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2399

2400
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2401

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

M
Mr.doob 已提交
2404 2405
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2406

M
Mr.doob 已提交
2407 2408
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2409 2410
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2411
				uniforms.shadow = light.castShadow;
2412

M
Mr.doob 已提交
2413
				if ( light.castShadow ) {
2414

M
Mr.doob 已提交
2415 2416 2417 2418 2419
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2420 2421

				}
2422

2423
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2424

2425 2426
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2427
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2428

2429 2430
				}

2431 2432 2433 2434 2435
				// 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
2436 2437 2438
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2439

2440
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2441

M
Mr.doob 已提交
2442
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2443 2444 2445 2446

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2447

M
Mr.doob 已提交
2448 2449
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2450

M
Mr.doob 已提交
2451 2452 2453
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2454 2455 2456 2457 2458

			}

		}

M
Mr.doob 已提交
2459 2460 2461
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2462

M
Mr.doob 已提交
2463 2464
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2465
		_lights.rectArea.length = rectAreaLength;
2466
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2467
		_lights.hemi.length = hemiLength;
2468

2469 2470
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2471

M
Mr.doob 已提交
2472
	}
M
Mr.doob 已提交
2473 2474 2475 2476 2477

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2478
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2479
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2480 2481 2482 2483 2484

	};

	// Textures

T
tschw 已提交
2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500
	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;

	}

2501
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2502

2503
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2504
	this.setTexture2D = ( function () {
T
tschw 已提交
2505

2506
		var warned = false;
T
tschw 已提交
2507

2508
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2509
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2510

T
Takahiro 已提交
2511
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2512

2513
				if ( ! warned ) {
T
tschw 已提交
2514

2515 2516
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2517

2518
				}
T
tschw 已提交
2519

2520
				texture = texture.texture;
T
tschw 已提交
2521

2522
			}
T
tschw 已提交
2523

2524
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2525

2526
		};
T
tschw 已提交
2527

2528
	}() );
T
tschw 已提交
2529

M
Mr.doob 已提交
2530
	this.setTexture = ( function () {
2531 2532 2533

		var warned = false;

W
WestLangley 已提交
2534
		return function setTexture( texture, slot ) {
2535 2536 2537 2538 2539 2540 2541 2542

			if ( ! warned ) {

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

			}

2543
			textures.setTexture2D( texture, slot );
2544 2545 2546 2547 2548

		};

	}() );

M
Mr.doob 已提交
2549
	this.setTextureCube = ( function () {
2550 2551 2552

		var warned = false;

W
WestLangley 已提交
2553
		return function setTextureCube( texture, slot ) {
2554 2555

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2556
			if ( texture && texture.isWebGLRenderTargetCube ) {
2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570

				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
2571
			if ( ( texture && texture.isCubeTexture ) ||
2572
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2573 2574 2575 2576

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2577
				textures.setTextureCube( texture, slot );
2578 2579 2580 2581 2582

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2583
				textures.setTextureCubeDynamic( texture, slot );
2584 2585 2586 2587 2588 2589

			}

		};

	}() );
T
tschw 已提交
2590

2591
	this.getRenderTarget = function () {
2592 2593 2594

		return _currentRenderTarget;

M
Michael Herzog 已提交
2595
	};
2596

2597
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2598

2599 2600
		_currentRenderTarget = renderTarget;

2601
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2602

2603
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2604 2605 2606

		}

T
Takahiro 已提交
2607
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2608
		var framebuffer;
M
Mr.doob 已提交
2609 2610 2611

		if ( renderTarget ) {

2612
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2613

M
Mr.doob 已提交
2614 2615
			if ( isCube ) {

2616
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2617 2618 2619

			} else {

2620
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2621 2622 2623

			}

2624 2625
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2626

2627
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2628 2629 2630 2631 2632

		} else {

			framebuffer = null;

2633
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2634
			_currentScissorTest = _scissorTest;
2635

2636
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2637 2638 2639

		}

M
Mr.doob 已提交
2640
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2641 2642 2643 2644 2645 2646

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

		}

2647 2648
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2649

2650
		state.viewport( _currentViewport );
2651

M
Mr.doob 已提交
2652 2653 2654
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2655
			_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
2656 2657 2658

		}

M
Mr.doob 已提交
2659 2660
	};

M
Mr.doob 已提交
2661
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2662

T
Takahiro 已提交
2663
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2664

2665
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2666
			return;
2667

G
gero3 已提交
2668
		}
2669

M
Mr.doob 已提交
2670
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2671

M
Mr.doob 已提交
2672
		if ( framebuffer ) {
2673

G
gero3 已提交
2674
			var restore = false;
2675

M
Mr.doob 已提交
2676
			if ( framebuffer !== _currentFramebuffer ) {
2677

M
Mr.doob 已提交
2678
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2679

G
gero3 已提交
2680
				restore = true;
2681

G
gero3 已提交
2682
			}
2683

M
Mr.doob 已提交
2684
			try {
2685

M
Mr.doob 已提交
2686
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2687 2688
				var textureFormat = texture.format;
				var textureType = texture.type;
2689

M
Mr.doob 已提交
2690
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2691

M
Mr.doob 已提交
2692 2693
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2694

M
Mr.doob 已提交
2695
				}
2696

M
Mr.doob 已提交
2697
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2698 2699
					! ( 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' ) ) ) {
2700

M
Mr.doob 已提交
2701 2702
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2703

M
Mr.doob 已提交
2704
				}
2705

M
Mr.doob 已提交
2706
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2707

2708 2709
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2710
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2711

M
Mr.doob 已提交
2712
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2713 2714

					}
2715

M
Mr.doob 已提交
2716
				} else {
M
Mr.doob 已提交
2717

M
Mr.doob 已提交
2718 2719 2720
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2721

M
Mr.doob 已提交
2722
			} finally {
M
Mr.doob 已提交
2723

M
Mr.doob 已提交
2724 2725 2726
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2727

M
Mr.doob 已提交
2728 2729 2730
				}

			}
M
Mr.doob 已提交
2731 2732 2733

		}

M
Mr.doob 已提交
2734 2735
	};

M
Mr.doob 已提交
2736 2737
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2738
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2739

2740 2741
		var extension;

R
Rich Harris 已提交
2742 2743 2744
		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
2745

R
Rich Harris 已提交
2746 2747 2748
		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
2749

R
Rich Harris 已提交
2750 2751 2752
		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
2753

R
Rich Harris 已提交
2754 2755 2756 2757
		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
2758

R
Rich Harris 已提交
2759 2760 2761 2762 2763 2764
		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
2765

2766
		if ( p === HalfFloatType ) {
2767

2768
			extension = extensions.get( 'OES_texture_half_float' );
2769

2770
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2771 2772 2773

		}

R
Rich Harris 已提交
2774 2775 2776 2777 2778 2779
		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;
2780
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2781

R
Rich Harris 已提交
2782 2783 2784
		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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		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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			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
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2804 2805 2806 2807 2808 2809 2810 2811
			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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		}

2815
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2816
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
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2818
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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			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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		}

2831
		if ( p === RGB_ETC1_Format ) {
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2833
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
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2835
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2836 2837 2838

		}

2839 2840 2841
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
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2843
			if ( extension !== null ) {
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2845 2846 2847 2848
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2849 2850 2851

		}

2852
		if ( p === UnsignedInt248Type ) {
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2854
			extension = extensions.get( 'WEBGL_depth_texture' );
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2856
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
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		}

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		return 0;

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	}
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}
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export { WebGLRenderer };