WebGLRenderer.js 67.6 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 () {

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

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

	this.clear = function ( color, depth, stencil ) {

		var bits = 0;

		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function () {
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		_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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	this.renderBufferImmediate = function ( object, program, material ) {

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		state.initAttributes();
599

600
		var buffers = properties.get( object );
601

602 603 604 605
		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
606

607
		var programAttributes = program.getAttributes();
608

M
Mr.doob 已提交
609 610
		if ( object.hasPositions ) {

611
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
612
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
613

614 615
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
616 617 618 619 620

		}

		if ( object.hasNormals ) {

621
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
622

623
			if ( ! material.isMeshPhongMaterial &&
624
				! material.isMeshStandardMaterial &&
625
				! material.isMeshNormalMaterial &&
626
				material.shading === FlatShading ) {
M
Mr.doob 已提交
627

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

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

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

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

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

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

				}

			}

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

654
			state.enableAttribute( programAttributes.normal );
655

656
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
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657 658 659 660 661

		}

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

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

665
			state.enableAttribute( programAttributes.uv );
666

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

		}

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

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

676
			state.enableAttribute( programAttributes.color );
677

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

		}

682
		state.disableUnusedAttributes();
683

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

		object.count = 0;

	};

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

692
		state.setMaterial( material );
M
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693

M
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694
		var program = setProgram( camera, fog, material, object );
M
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695
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
696

M
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697
		var updateBuffers = false;
M
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698 699 700 701 702 703 704 705 706 707 708 709 710 711

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
712 713
			// TODO Remove allocations

M
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714 715 716 717 718 719 720 721 722
			var activeInfluences = [];

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

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

			}

723
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
724 725 726 727 728 729 730

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

731 732
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
733 734 735 736 737 738 739
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

740
					var index = influence[ 1 ];
M
Mr.doob 已提交
741

742 743
					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
744 745 746

				} else {

747 748
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
749 750 751 752 753

				}

			}

754 755 756 757 758 759
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
760
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
761 762 763 764 765

			updateBuffers = true;

		}

766 767
		//

768
		var index = geometry.index;
769
		var position = geometry.attributes.position;
770
		var rangeFactor = 1;
771

772 773
		if ( material.wireframe === true ) {

774
			index = geometries.getWireframeAttribute( geometry );
775
			rangeFactor = 2;
776 777 778

		}

M
Mr.doob 已提交
779
		var renderer = bufferRenderer;
780

781
		if ( index !== null ) {
782

783 784
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
785

786
		}
M
Mr.doob 已提交
787

788
		if ( updateBuffers ) {
M
Mr.doob 已提交
789

790
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
791

792
			if ( index !== null ) {
793

M
Mr.doob 已提交
794
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
795 796 797

			}

798
		}
799

800 801
		//

802
		var dataCount = 0;
803

M
Mr.doob 已提交
804
		if ( index !== null ) {
805

M
Mr.doob 已提交
806
			dataCount = index.count;
807

M
Mr.doob 已提交
808
		} else if ( position !== undefined ) {
809

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

M
Mr.doob 已提交
812
		}
813

M
Mr.doob 已提交
814 815
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
816

M
Mr.doob 已提交
817 818
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
819

M
Mr.doob 已提交
820 821
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
822 823 824

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

825 826
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
827
		//
828

829
		if ( object.isMesh ) {
830

831
			if ( material.wireframe === true ) {
832

833
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
834
				renderer.setMode( _gl.LINES );
835

836
			} else {
M
Mr.doob 已提交
837 838

				switch ( object.drawMode ) {
839

R
Rich Harris 已提交
840
					case TrianglesDrawMode:
B
Ben Adams 已提交
841 842 843
						renderer.setMode( _gl.TRIANGLES );
						break;

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

R
Rich Harris 已提交
848
					case TriangleFanDrawMode:
B
Ben Adams 已提交
849 850 851 852
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
853

854
			}
855

856

857
		} else if ( object.isLine ) {
858

859
			var lineWidth = material.linewidth;
860

861
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
862

863
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
864

865
			if ( object.isLineSegments ) {
866

867
				renderer.setMode( _gl.LINES );
868

869 870 871 872
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

873
			} else {
874

875
				renderer.setMode( _gl.LINE_STRIP );
876 877

			}
M
Mr.doob 已提交
878

879
		} else if ( object.isPoints ) {
880 881

			renderer.setMode( _gl.POINTS );
882 883

		}
884

T
Takahiro 已提交
885
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
886 887 888

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
889
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
890

J
jfranc 已提交
891
			}
892 893 894

		} else {

M
Mr.doob 已提交
895
			renderer.render( drawStart, drawCount );
896

M
Mr.doob 已提交
897 898 899 900
		}

	};

901
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
902

M
Mr.doob 已提交
903
		var extension;
B
Ben Adams 已提交
904

T
Takahiro 已提交
905
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
906

M
Mr.doob 已提交
907
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
908

M
Mr.doob 已提交
909
			if ( extension === 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

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

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

1063
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1064 1065 1066 1067 1068 1069

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1070
		lights.length = 0;
M
Mr.doob 已提交
1071 1072 1073
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1074
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1075
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1076

1077 1078 1079
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1080
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1081

1082
		currentRenderList.finish();
1083

M
Mr.doob 已提交
1084
		if ( _this.sortObjects === true ) {
1085

1086
			currentRenderList.sort();
M
Mr.doob 已提交
1087

1088 1089
		}

M
Mr.doob 已提交
1090
		//
M
Mr.doob 已提交
1091

T
tschw 已提交
1092
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1093

1094 1095
		setupShadows( lights );

M
Mr.doob 已提交
1096
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1097

1098 1099
		setupLights( lights, camera );

T
tschw 已提交
1100
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1101

M
Mr.doob 已提交
1102 1103
		//

M
Mr.doob 已提交
1104
		_infoRender.frame ++;
1105 1106 1107 1108
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1109

1110 1111 1112 1113 1114 1115
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1116 1117
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1118 1119 1120 1121 1122 1123
		//

		var background = scene.background;

		if ( background === null ) {

1124
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1125

T
Takahiro 已提交
1126
		} else if ( background && background.isColor ) {
1127

1128
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1129
			forceClear = true;
1130 1131 1132 1133 1134 1135 1136 1137 1138

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1139
		if ( background && background.isCubeTexture ) {
M
Mr.doob 已提交
1140

M
Mr.doob 已提交
1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163
			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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1164 1165 1166


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1167
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
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1168

1169 1170
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1171
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1172

T
Takahiro 已提交
1173
		} else if ( background && background.isTexture ) {
M
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1174

M
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1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185
			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 } )
				);

			}

M
Mr.doob 已提交
1186 1187
			backgroundPlaneMesh.material.map = background;

1188 1189
			objects.update( backgroundPlaneMesh );

M
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1190
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
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1191

M
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1192 1193
		}

1194
		//
M
Mr.doob 已提交
1195

1196 1197 1198
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
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1199 1200
		if ( scene.overrideMaterial ) {

1201
			var overrideMaterial = scene.overrideMaterial;
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1202

M
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1203 1204
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1205

M
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1206 1207 1208 1209
		} else {

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

R
Rich Harris 已提交
1210
			state.setBlending( NoBlending );
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1211

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 );
M
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1238 1239 1240 1241

		// _gl.finish();

	};
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1242

1243
	/*
M
Mr.doob 已提交
1244 1245
	// TODO Duplicated code (Frustum)

1246 1247
	var _sphere = new Sphere();

T
tschw 已提交
1248 1249 1250 1251 1252 1253 1254
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1255
		_sphere.copy( geometry.boundingSphere ).
1256
		applyMatrix4( object.matrixWorld );
M
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1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1273 1274

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1275 1276 1277 1278

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1291
		} while ( ++ i !== numPlanes );
T
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1292 1293 1294 1295

		return true;

	}
1296
	*/
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1297

M
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1298
	function projectObject( object, camera, sortObjects ) {
M
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1299

M
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1300
		if ( ! object.visible ) return;
M
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1301

M
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1302
		var visible = object.layers.test( camera.layers );
M
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1303

1304 1305 1306
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1307

1308
				lights.push( object );
M
Mr.doob 已提交
1309

1310
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1311

1312
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1313 1314 1315 1316

					sprites.push( object );

				}
M
Mr.doob 已提交
1317

1318
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1319

1320
				lensFlares.push( object );
M
Mr.doob 已提交
1321

1322
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1323

M
Mr.doob 已提交
1324
				if ( sortObjects ) {
M
Mr.doob 已提交
1325

M
Mr.doob 已提交
1326 1327
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1328

1329
				}
1330

1331
				currentRenderList.push( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1332

1333
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1334

1335
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1336

1337
					object.skeleton.update();
1338

1339
				}
1340

1341
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1342

M
Mr.doob 已提交
1343
					if ( sortObjects ) {
1344

M
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1345 1346
						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );
1347

M
Mr.doob 已提交
1348
					}
1349

M
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1350 1351
					var geometry = objects.update( object );
					var material = object.material;
1352

M
Mr.doob 已提交
1353
					if ( Array.isArray( material ) ) {
1354

M
Mr.doob 已提交
1355
						var groups = geometry.groups;
1356

M
Mr.doob 已提交
1357
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
1358

M
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1359 1360
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
M
Mr.doob 已提交
1361

M
Mr.doob 已提交
1362
							if ( groupMaterial && groupMaterial.visible ) {
1363

1364
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
1365

M
Mr.doob 已提交
1366
							}
M
Mr.doob 已提交
1367

M
Mr.doob 已提交
1368
						}
M
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1369

M
Mr.doob 已提交
1370
					} else if ( material.visible ) {
1371

1372
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1373

1374
					}
M
Mr.doob 已提交
1375

1376
				}
M
Mr.doob 已提交
1377

1378
			}
M
Mr.doob 已提交
1379

M
Mr.doob 已提交
1380
		}
M
Mr.doob 已提交
1381

M
Mr.doob 已提交
1382
		var children = object.children;
M
Mr.doob 已提交
1383

M
Mr.doob 已提交
1384 1385
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1386
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1387

1388
		}
1389

1390
	}
M
Mr.doob 已提交
1391

1392
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1393

M
Mr.doob 已提交
1394
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1395

1396
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1397

1398
			var object = renderItem.object;
M
Mr.doob 已提交
1399 1400 1401
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1402

1403 1404
			object.onBeforeRender( _this, scene, camera, geometry, material, group );

1405 1406
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1407

1408
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1409

1410
				state.setMaterial( material );
M
Mr.doob 已提交
1411

1412
				var program = setProgram( camera, scene.fog, material, object );
M
Mr.doob 已提交
1413

M
Mr.doob 已提交
1414
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1415

M
Mr.doob 已提交
1416
				renderObjectImmediate( object, program, material );
1417

M
Mr.doob 已提交
1418
			} else {
M
Mr.doob 已提交
1419

1420
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1421

M
Mr.doob 已提交
1422
			}
M
Mr.doob 已提交
1423

1424
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1425

1426
		}
M
Mr.doob 已提交
1427

1428
	}
G
gero3 已提交
1429

1430
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1431

1432
		var materialProperties = properties.get( material );
G
gero3 已提交
1433

T
tschw 已提交
1434
		var parameters = programCache.getParameters(
1435
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1436

G
gero3 已提交
1437
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1438

1439
		var program = materialProperties.program;
T
tschw 已提交
1440
		var programChange = true;
1441

1442
		if ( program === undefined ) {
B
Ben Adams 已提交
1443

M
Mr.doob 已提交
1444 1445
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1446

1447
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1448

M
Mr.doob 已提交
1449
			// changed glsl or parameters
1450
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1451

G
gero3 已提交
1452
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1453

T
tschw 已提交
1454
			// same glsl and uniform list
T
tschw 已提交
1455 1456
			return;

T
tschw 已提交
1457
		} else {
B
Ben Adams 已提交
1458

T
tschw 已提交
1459 1460
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1461 1462 1463

		}

1464
		if ( programChange ) {
B
Ben Adams 已提交
1465

1466
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1467

R
Rich Harris 已提交
1468
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1469

1470 1471
				materialProperties.__webglShader = {
					name: material.type,
1472
					uniforms: UniformsUtils.clone( shader.uniforms ),
1473 1474 1475
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1476

1477
			} else {
B
Ben Adams 已提交
1478

1479 1480 1481 1482 1483 1484
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1485

1486
			}
G
gero3 已提交
1487

1488
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1489

1490
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1491

1492 1493
			materialProperties.program = program;
			material.program = program;
1494 1495 1496

		}

1497
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1498 1499 1500 1501 1502

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1503
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1504

1505
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1519
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1520

1521
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1522 1523 1524 1525 1526 1527 1528 1529 1530

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1531 1532
		var uniforms = materialProperties.__webglShader.uniforms;

1533
		if ( ! material.isShaderMaterial &&
1534 1535
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1536

T
tschw 已提交
1537
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1538
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1539
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1540 1541 1542

		}

1543
		materialProperties.fog = fog;
1544

1545
		// store the light setup it was created for
1546

1547
		materialProperties.lightsHash = _lights.hash;
1548

M
Mr.doob 已提交
1549
		if ( material.lights ) {
1550 1551 1552 1553 1554 1555

			// 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;
1556
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1557
			uniforms.pointLights.value = _lights.point;
1558 1559
			uniforms.hemisphereLights.value = _lights.hemi;

1560 1561 1562 1563 1564 1565
			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;
1566
			// TODO (abelnation): add area lights shadow info to uniforms
1567

1568 1569
		}

T
tschw 已提交
1570 1571
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1572
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1573

T
tschw 已提交
1574
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1575

M
Mr.doob 已提交
1576
	}
M
Mr.doob 已提交
1577

1578
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1579 1580 1581

		_usedTextureUnits = 0;

1582
		var materialProperties = properties.get( material );
1583

T
tschw 已提交
1584 1585 1586 1587 1588
		if ( _clippingEnabled ) {

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

				var useCache =
1589 1590
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1591 1592 1593 1594

				// 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
1595
				_clipping.setState(
1596 1597
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1598 1599 1600 1601 1602

			}

		}

1603
		if ( material.needsUpdate === false ) {
1604

1605
			if ( materialProperties.program === undefined ) {
1606

1607
				material.needsUpdate = true;
1608

1609
			} else if ( material.fog && materialProperties.fog !== fog ) {
1610

M
Mr.doob 已提交
1611
				material.needsUpdate = true;
1612

1613
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1614

1615
				material.needsUpdate = true;
1616

1617
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1618
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1619
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1620 1621 1622

				material.needsUpdate = true;

1623
			}
1624 1625 1626 1627

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1628

1629
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1630 1631 1632 1633
			material.needsUpdate = false;

		}

1634
		var refreshProgram = false;
M
Mr.doob 已提交
1635
		var refreshMaterial = false;
1636
		var refreshLights = false;
M
Mr.doob 已提交
1637

1638
		var program = materialProperties.program,
1639
			p_uniforms = program.getUniforms(),
1640
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1641

1642
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1643

1644 1645
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1646

1647
			refreshProgram = true;
M
Mr.doob 已提交
1648
			refreshMaterial = true;
1649
			refreshLights = true;
M
Mr.doob 已提交
1650 1651 1652 1653 1654 1655

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1656

M
Mr.doob 已提交
1657 1658 1659 1660
			refreshMaterial = true;

		}

1661
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1662

T
tschw 已提交
1663
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1664

G
gero3 已提交
1665
			if ( capabilities.logarithmicDepthBuffer ) {
1666

T
tschw 已提交
1667
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1668
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1669 1670 1671 1672

			}


1673 1674 1675 1676 1677 1678 1679 1680 1681
			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
1682
				refreshLights = true;		// remains set until update done
1683 1684

			}
M
Mr.doob 已提交
1685

1686 1687 1688
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1689
			if ( material.isShaderMaterial ||
1690 1691 1692
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1693

T
tschw 已提交
1694 1695 1696
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1697

T
tschw 已提交
1698
					uCamPos.setValue( _gl,
1699
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1700 1701 1702 1703 1704

				}

			}

1705
			if ( material.isMeshPhongMaterial ||
1706 1707 1708 1709
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1710
				material.skinning ) {
1711

T
tschw 已提交
1712
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1713 1714 1715

			}

T
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1716 1717
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1718

M
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1719 1720 1721 1722 1723 1724
		}

		// 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

1725
		if ( material.skinning ) {
M
Mr.doob 已提交
1726

T
tschw 已提交
1727 1728
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1729

T
tschw 已提交
1730
			var skeleton = object.skeleton;
1731

T
tschw 已提交
1732
			if ( skeleton ) {
1733

1734 1735
				var bones = skeleton.bones;

1736
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1737

1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762
					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;

					}

T
tschw 已提交
1763
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
1764
					p_uniforms.set( _gl, skeleton, 'boneTextureSize' );
M
Mr.doob 已提交
1765

T
tschw 已提交
1766
				} else {
M
Mr.doob 已提交
1767

T
tschw 已提交
1768
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1769 1770 1771 1772 1773 1774 1775 1776 1777

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1778
			if ( material.lights ) {
M
Mr.doob 已提交
1779

1780
				// the current material requires lighting info
M
Mr.doob 已提交
1781

T
tschw 已提交
1782 1783 1784 1785 1786 1787
				// 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
1788

T
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1789
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1790

T
tschw 已提交
1791
			}
G
gero3 已提交
1792

T
tschw 已提交
1793
			// refresh uniforms common to several materials
G
gero3 已提交
1794

T
tschw 已提交
1795
			if ( fog && material.fog ) {
G
gero3 已提交
1796

T
tschw 已提交
1797
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1798 1799 1800

			}

1801
			if ( material.isMeshBasicMaterial ||
1802 1803 1804
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1805
				material.isMeshNormalMaterial ||
1806
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1807 1808 1809 1810 1811 1812 1813

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1814
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1815 1816 1817

				refreshUniformsLine( m_uniforms, material );

1818
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1819 1820 1821 1822

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

1823
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1824

M
Mr.doob 已提交
1825
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1826

1827
			} else if ( material.isMeshLambertMaterial ) {
1828 1829 1830

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1831 1832 1833 1834
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1835 1836 1837 1838
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1839
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1840 1841 1842

				refreshUniformsPhysical( m_uniforms, material );

1843
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1844

1845
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1846

1847
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1848

1849 1850 1851 1852 1853 1854 1855 1856
				if ( material.displacementMap ) {

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

				}

1857
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1858

1859
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1860 1861 1862

			}

M
Mr.doob 已提交
1863 1864 1865 1866 1867 1868
			// 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
1869
			WebGLUniforms.upload(
1870
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1871 1872 1873

		}

M
Mr.doob 已提交
1874

T
tschw 已提交
1875
		// common matrices
M
Mr.doob 已提交
1876

T
tschw 已提交
1877 1878 1879
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1880

T
tschw 已提交
1881
		return program;
A
arose 已提交
1882 1883 1884

	}

M
Mr.doob 已提交
1885 1886
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1887
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1888 1889 1890

		uniforms.opacity.value = material.opacity;

1891
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1892

1893
		if ( material.emissive ) {
M
Mr.doob 已提交
1894

1895
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1896 1897 1898

		}

1899 1900 1901
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1902

1903 1904 1905 1906 1907 1908 1909
		if ( material.lightMap ) {

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

		}

1910
		if ( material.aoMap ) {
1911

1912 1913
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1914 1915 1916

		}

M
Mr.doob 已提交
1917
		// uv repeat and offset setting priorities
M
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1918 1919 1920 1921 1922
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1923
		// 6. emissive map
M
Mr.doob 已提交
1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1935 1936 1937 1938
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1939 1940 1941 1942 1943 1944 1945 1946
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1947 1948 1949 1950 1951 1952 1953 1954
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1955 1956 1957 1958
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1959 1960 1961 1962
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
1963 1964 1965 1966
		}

		if ( uvScaleMap !== undefined ) {

1967
			// backwards compatibility
1968
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
1969 1970 1971 1972 1973

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
1974 1975 1976 1977 1978 1979 1980 1981
			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;
1982 1983 1984 1985 1986

		// 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
1987
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
1988

1989
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
1990 1991
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
1992
	}
M
Mr.doob 已提交
1993

M
Mr.doob 已提交
1994
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
1995 1996 1997 1998

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

M
Mr.doob 已提交
1999
	}
M
Mr.doob 已提交
2000

M
Mr.doob 已提交
2001
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2002 2003 2004 2005 2006

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

M
Mr.doob 已提交
2007
	}
M
Mr.doob 已提交
2008

M
Mr.doob 已提交
2009
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2010

2011
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2012
		uniforms.opacity.value = material.opacity;
2013
		uniforms.size.value = material.size * _pixelRatio;
2014
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2015 2016 2017

		uniforms.map.value = material.map;

2018 2019 2020 2021 2022 2023 2024 2025 2026
		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
2027
	}
M
Mr.doob 已提交
2028

M
Mr.doob 已提交
2029
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2030 2031 2032

		uniforms.fogColor.value = fog.color;

2033
		if ( fog.isFog ) {
M
Mr.doob 已提交
2034 2035 2036 2037

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

2038
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2039 2040 2041 2042 2043

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2044
	}
M
Mr.doob 已提交
2045

M
Mr.doob 已提交
2046
	function refreshUniformsLambert( uniforms, material ) {
2047 2048 2049 2050 2051 2052 2053 2054 2055

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2056
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2057

2058
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2059
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2060

2061
		if ( material.emissiveMap ) {
2062

2063
			uniforms.emissiveMap.value = material.emissiveMap;
2064

2065
		}
M
Mr.doob 已提交
2066

2067 2068 2069 2070
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2071

2072
		}
M
Mr.doob 已提交
2073

2074 2075 2076 2077 2078 2079
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2080

2081 2082 2083 2084 2085
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2086

2087
		}
2088

T
Takahiro 已提交
2089 2090 2091 2092 2093 2094
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2095
		if ( material.gradientMap ) {
T
Takahiro 已提交
2096

T
Takahiro 已提交
2097
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2098 2099 2100

		}

2101 2102
	}

M
Mr.doob 已提交
2103
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156

		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
2157
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2158

2159 2160 2161
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2162 2163 2164 2165
		refreshUniformsStandard( uniforms, material );

	}

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
	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;

		}

	}

2192 2193
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2194
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2195

M
Mr.doob 已提交
2196
		uniforms.ambientLightColor.needsUpdate = value;
2197

B
Ben Houston 已提交
2198 2199 2200
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2201
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2202
		uniforms.hemisphereLights.needsUpdate = value;
2203

M
Mr.doob 已提交
2204
	}
2205

T
tschw 已提交
2206
	// Lighting
M
Mr.doob 已提交
2207

M
Mr.doob 已提交
2208
	function setupShadows( lights ) {
2209 2210 2211 2212 2213 2214 2215 2216 2217

		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
2218 2219
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2220 2221 2222 2223 2224 2225 2226 2227 2228

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2229
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2230

M
Mr.doob 已提交
2231
		var l, ll, light, shadow,
2232 2233 2234 2235 2236
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2237

2238
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2239

M
Mr.doob 已提交
2240 2241 2242 2243 2244
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
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2245 2246 2247 2248 2249 2250 2251 2252 2253

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

			light = lights[ l ];

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

2254
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2255

2256
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2257

2258 2259 2260
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2261

2262
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2263

M
Mr.doob 已提交
2264
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2265

2266
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2267
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2268
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2269 2270 2271
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2272
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2273

2274
				if ( light.castShadow ) {
M
Mr.doob 已提交
2275

M
Mr.doob 已提交
2276 2277 2278 2279 2280
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2281

2282 2283
				}

2284
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2285
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2286 2287 2288
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2289

2290
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2291

M
Mr.doob 已提交
2292
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2293 2294 2295

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
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2296

M
Mr.doob 已提交
2297 2298 2299 2300 2301 2302 2303 2304
				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 );

2305 2306
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2307
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2308

2309
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2310

2311 2312
				if ( light.castShadow ) {

M
Mr.doob 已提交
2313 2314 2315 2316 2317
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2318

2319 2320
				}

2321
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2322
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2323 2324 2325
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2326

2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356
			} 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
2357 2358 2359
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2360

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

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

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

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

2372
				uniforms.shadow = light.castShadow;
2373

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

M
Mr.doob 已提交
2376 2377 2378 2379 2380
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2381 2382

				}
2383

2384
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2385

2386 2387
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2388
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2389

2390 2391
				}

2392 2393 2394 2395 2396
				// 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
2397 2398 2399
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2400

2401
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2402

M
Mr.doob 已提交
2403
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2404 2405 2406 2407

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2408

M
Mr.doob 已提交
2409 2410
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2411

M
Mr.doob 已提交
2412 2413 2414
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2415 2416 2417 2418 2419

			}

		}

M
Mr.doob 已提交
2420 2421 2422
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2423

M
Mr.doob 已提交
2424 2425
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2426
		_lights.rectArea.length = rectAreaLength;
2427
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2428
		_lights.hemi.length = hemiLength;
2429

2430 2431
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2432

M
Mr.doob 已提交
2433
	}
M
Mr.doob 已提交
2434 2435 2436 2437 2438

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2439
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2440
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2441 2442 2443 2444 2445

	};

	// Textures

T
tschw 已提交
2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461
	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;

	}

2462
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2463

2464
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2465
	this.setTexture2D = ( function () {
T
tschw 已提交
2466

2467
		var warned = false;
T
tschw 已提交
2468

2469
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2470
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2471

T
Takahiro 已提交
2472
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2473

2474
				if ( ! warned ) {
T
tschw 已提交
2475

2476 2477
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2478

2479
				}
T
tschw 已提交
2480

2481
				texture = texture.texture;
T
tschw 已提交
2482

2483
			}
T
tschw 已提交
2484

2485
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2486

2487
		};
T
tschw 已提交
2488

2489
	}() );
T
tschw 已提交
2490

M
Mr.doob 已提交
2491
	this.setTexture = ( function () {
2492 2493 2494

		var warned = false;

W
WestLangley 已提交
2495
		return function setTexture( texture, slot ) {
2496 2497 2498 2499 2500 2501 2502 2503

			if ( ! warned ) {

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

			}

2504
			textures.setTexture2D( texture, slot );
2505 2506 2507 2508 2509

		};

	}() );

M
Mr.doob 已提交
2510
	this.setTextureCube = ( function () {
2511 2512 2513

		var warned = false;

W
WestLangley 已提交
2514
		return function setTextureCube( texture, slot ) {
2515 2516

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2517
			if ( texture && texture.isWebGLRenderTargetCube ) {
2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531

				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
2532
			if ( ( texture && texture.isCubeTexture ) ||
2533
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2534 2535 2536 2537

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2538
				textures.setTextureCube( texture, slot );
2539 2540 2541 2542 2543

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2544
				textures.setTextureCubeDynamic( texture, slot );
2545 2546 2547 2548 2549 2550

			}

		};

	}() );
T
tschw 已提交
2551

2552
	this.getRenderTarget = function () {
2553 2554 2555

		return _currentRenderTarget;

M
Michael Herzog 已提交
2556
	};
2557

2558
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2559

2560 2561
		_currentRenderTarget = renderTarget;

2562
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2563

2564
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2565 2566 2567

		}

T
Takahiro 已提交
2568
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2569
		var framebuffer;
M
Mr.doob 已提交
2570 2571 2572

		if ( renderTarget ) {

2573
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2574

M
Mr.doob 已提交
2575 2576
			if ( isCube ) {

2577
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2578 2579 2580

			} else {

2581
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2582 2583 2584

			}

2585 2586
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2587

2588
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2589 2590 2591 2592 2593

		} else {

			framebuffer = null;

2594
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2595
			_currentScissorTest = _scissorTest;
2596

2597
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2598 2599 2600

		}

M
Mr.doob 已提交
2601
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2602 2603 2604 2605 2606 2607

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

		}

2608 2609
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2610

2611
		state.viewport( _currentViewport );
2612

M
Mr.doob 已提交
2613 2614 2615
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2616
			_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
2617 2618 2619

		}

M
Mr.doob 已提交
2620 2621
	};

M
Mr.doob 已提交
2622
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2623

T
Takahiro 已提交
2624
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2625

2626
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2627
			return;
2628

G
gero3 已提交
2629
		}
2630

M
Mr.doob 已提交
2631
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2632

M
Mr.doob 已提交
2633
		if ( framebuffer ) {
2634

G
gero3 已提交
2635
			var restore = false;
2636

M
Mr.doob 已提交
2637
			if ( framebuffer !== _currentFramebuffer ) {
2638

M
Mr.doob 已提交
2639
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2640

G
gero3 已提交
2641
				restore = true;
2642

G
gero3 已提交
2643
			}
2644

M
Mr.doob 已提交
2645
			try {
2646

M
Mr.doob 已提交
2647
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2648 2649
				var textureFormat = texture.format;
				var textureType = texture.type;
2650

M
Mr.doob 已提交
2651
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2652

M
Mr.doob 已提交
2653 2654
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2655

M
Mr.doob 已提交
2656
				}
2657

M
Mr.doob 已提交
2658
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2659 2660
					! ( 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' ) ) ) {
2661

M
Mr.doob 已提交
2662 2663
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2664

M
Mr.doob 已提交
2665
				}
2666

M
Mr.doob 已提交
2667
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2668

2669 2670
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2671
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2672

M
Mr.doob 已提交
2673
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2674 2675

					}
2676

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

M
Mr.doob 已提交
2679 2680 2681
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2682

M
Mr.doob 已提交
2683
			} finally {
M
Mr.doob 已提交
2684

M
Mr.doob 已提交
2685 2686 2687
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2688

M
Mr.doob 已提交
2689 2690 2691
				}

			}
M
Mr.doob 已提交
2692 2693 2694

		}

M
Mr.doob 已提交
2695 2696
	};

M
Mr.doob 已提交
2697 2698
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2699
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2700

2701 2702
		var extension;

R
Rich Harris 已提交
2703 2704 2705
		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
2706

R
Rich Harris 已提交
2707 2708 2709
		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
2710

R
Rich Harris 已提交
2711 2712 2713
		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
2714

R
Rich Harris 已提交
2715 2716 2717 2718
		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
2719

R
Rich Harris 已提交
2720 2721 2722 2723 2724 2725
		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
2726

2727
		if ( p === HalfFloatType ) {
2728

2729
			extension = extensions.get( 'OES_texture_half_float' );
2730

2731
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2732 2733 2734

		}

R
Rich Harris 已提交
2735 2736 2737 2738 2739 2740
		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;
2741
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2742

R
Rich Harris 已提交
2743 2744 2745
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2746

R
Rich Harris 已提交
2747 2748 2749 2750 2751 2752 2753 2754
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2755

R
Rich Harris 已提交
2756 2757 2758
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2759

2760 2761
		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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Mr.doob 已提交
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2763
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2764

2765 2766 2767 2768 2769 2770 2771 2772
			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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Mr.doob 已提交
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		}

2776
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2777
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2778

2779
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2781 2782 2783 2784 2785 2786 2787 2788
			if ( extension !== null ) {

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

			}
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Pierre Lepers 已提交
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		}

2792
		if ( p === RGB_ETC1_Format ) {
2793

2794
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2795

2796
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2797 2798 2799

		}

2800 2801 2802
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2803

2804
			if ( extension !== null ) {
2805

2806 2807 2808 2809
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2810 2811 2812

		}

2813
		if ( p === UnsignedInt248Type ) {
2814

2815
			extension = extensions.get( 'WEBGL_depth_texture' );
2816

2817
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2818 2819 2820

		}

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Mr.doob 已提交
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		return 0;

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2823
	}
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Mr.doob 已提交
2824

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Mr.doob 已提交
2825
}
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2828
export { WebGLRenderer };