WebGLRenderer.js 68.8 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, DoubleSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { Matrix4 } from '../math/Matrix4';
import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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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 opaqueObjects = [];
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	var opaqueObjectsLastIndex = - 1;
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	var transparentObjects = [];
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	var transparentObjectsLastIndex = - 1;
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	var morphInfluences = new Float32Array( 8 );

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

	this.clippingPlanes = [];
	this.localClippingEnabled = false;

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	// physically based shading

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	this.gammaFactor = 2.0;	// for backwards compatibility
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	this.gammaInput = false;
	this.gammaOutput = false;

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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	this.toneMapping = LinearToneMapping;
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	this.toneMappingExposure = 1.0;
	this.toneMappingWhitePoint = 1.0;

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	// morphs

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

	// internal properties

	var _this = this,

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		// internal state cache
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		_currentProgram = null,
		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
		_currentCamera = null,
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		_currentViewport = new Vector4(),
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		//
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		_usedTextureUnits = 0,
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		//
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		_clearColor = new Color( 0x000000 ),
		_clearAlpha = 0,
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// 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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	this.info.programs = programCache.programs;

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

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	var backgroundPlaneCamera, backgroundPlaneMesh;
	var backgroundBoxCamera, backgroundBoxMesh;
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	//

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

	this.context = _gl;
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	this.capabilities = capabilities;
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	this.extensions = extensions;
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	this.properties = properties;
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	this.state = state;
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	// shadow map

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function () {
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		transparentObjects = [];
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		transparentObjectsLastIndex = - 1;
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		opaqueObjects = [];
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		opaqueObjectsLastIndex = - 1;
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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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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 ) {

598
		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
Mr.doob 已提交
657 658 659 660 661

		}

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

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

665
			state.enableAttribute( 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;

	};

M
Mr.doob 已提交
690 691
	var program, geometryProgram, updateBuffers;

692
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
693

M
Mr.doob 已提交
694 695
		setMaterial( material );

M
Mr.doob 已提交
696 697
		program = setProgram( camera, fog, material, object );
		geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
698

M
Mr.doob 已提交
699
		updateBuffers = false;
M
Mr.doob 已提交
700 701 702 703 704 705 706 707 708 709 710 711 712 713

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
714 715
			// TODO Remove allocations

M
Mr.doob 已提交
716 717 718 719 720 721 722 723 724
			var activeInfluences = [];

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

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

			}

725
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
726 727 728 729 730 731 732

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

733 734
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
735 736 737 738 739 740 741
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

742
					var index = influence[ 1 ];
M
Mr.doob 已提交
743

744 745
					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
746 747 748

				} else {

749 750
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
751 752 753 754 755

				}

			}

756 757 758 759 760 761
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
762
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
763 764 765 766 767

			updateBuffers = true;

		}

768 769
		//

770
		var index = geometry.index;
771
		var position = geometry.attributes.position;
772
		var rangeFactor = 1;
773

774 775
		if ( material.wireframe === true ) {

776
			index = geometries.getWireframeAttribute( geometry );
777
			rangeFactor = 2;
778 779 780

		}

M
Mr.doob 已提交
781
		var renderer = bufferRenderer;
782

783
		if ( index !== null ) {
784

785 786
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
787

788
		}
M
Mr.doob 已提交
789

790
		if ( updateBuffers ) {
M
Mr.doob 已提交
791

792
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
793

794
			if ( index !== null ) {
795

M
Mr.doob 已提交
796
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
797 798 799

			}

800
		}
801

802 803
		//

804
		var dataCount = 0;
805

M
Mr.doob 已提交
806
		if ( index !== null ) {
807

M
Mr.doob 已提交
808
			dataCount = index.count;
809

M
Mr.doob 已提交
810
		} else if ( position !== undefined ) {
811

M
Mr.doob 已提交
812
			dataCount = position.count;
813

M
Mr.doob 已提交
814
		}
815

M
Mr.doob 已提交
816 817
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
818

M
Mr.doob 已提交
819 820
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
821

M
Mr.doob 已提交
822 823
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
824 825 826

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

827 828
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
829
		//
830

831
		if ( object.isMesh ) {
832

833
			if ( material.wireframe === true ) {
834

835
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
836
				renderer.setMode( _gl.LINES );
837

838
			} else {
M
Mr.doob 已提交
839 840

				switch ( object.drawMode ) {
841

R
Rich Harris 已提交
842
					case TrianglesDrawMode:
B
Ben Adams 已提交
843 844 845
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
846
					case TriangleStripDrawMode:
B
Ben Adams 已提交
847 848 849
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
850
					case TriangleFanDrawMode:
B
Ben Adams 已提交
851 852 853 854
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
855

856
			}
857

858

859
		} else if ( object.isLine ) {
860

861
			var lineWidth = material.linewidth;
862

863
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
864

865
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
866

867
			if ( object.isLineSegments ) {
868

869
				renderer.setMode( _gl.LINES );
870

871 872 873 874
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

875
			} else {
876

877
				renderer.setMode( _gl.LINE_STRIP );
878 879

			}
M
Mr.doob 已提交
880

881
		} else if ( object.isPoints ) {
882 883

			renderer.setMode( _gl.POINTS );
884 885

		}
886

T
Takahiro 已提交
887
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
888 889 890

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
891
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
892

J
jfranc 已提交
893
			}
894 895 896

		} else {

M
Mr.doob 已提交
897
			renderer.render( drawStart, drawCount );
898

M
Mr.doob 已提交
899 900 901 902
		}

	};

903
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
904

M
Mr.doob 已提交
905
		var extension;
B
Ben Adams 已提交
906

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

M
Mr.doob 已提交
909
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
910

M
Mr.doob 已提交
911
			if ( extension === null ) {
B
Ben Adams 已提交
912

913
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
914
				return;
B
Ben Adams 已提交
915

M
Mr.doob 已提交
916 917 918
			}

		}
B
Ben Adams 已提交
919

920 921
		if ( startIndex === undefined ) startIndex = 0;

922 923
		state.initAttributes();

924
		var geometryAttributes = geometry.attributes;
925

926
		var programAttributes = program.getAttributes();
927

928
		var materialDefaultAttributeValues = material.defaultAttributeValues;
929

930
		for ( var name in programAttributes ) {
931

932
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
933

M
Mr.doob 已提交
934
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
935

936
				var geometryAttribute = geometryAttributes[ name ];
937

M
Mr.doob 已提交
938
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
939

940
					var normalized = geometryAttribute.normalized;
941
					var size = geometryAttribute.itemSize;
942

943
					var attributeProperties = attributes.get( geometryAttribute );
944

M
Mr.doob 已提交
945
					var buffer = attributeProperties.buffer;
946 947
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
948

A
aardgoose 已提交
949
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
950

M
Mr.doob 已提交
951 952 953 954
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
955
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
956

M
Mr.doob 已提交
957
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
958

M
Mr.doob 已提交
959
							if ( geometry.maxInstancedCount === undefined ) {
960

D
dubejf 已提交
961
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
962

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

M
Mr.doob 已提交
965
						} else {
B
Ben Adams 已提交
966

M
Mr.doob 已提交
967
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
968

M
Mr.doob 已提交
969
						}
B
Ben Adams 已提交
970

M
Mr.doob 已提交
971
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
972
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
973

M
Mr.doob 已提交
974
					} else {
B
Ben Adams 已提交
975

A
aardgoose 已提交
976
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
977

M
Mr.doob 已提交
978
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
979

M
Mr.doob 已提交
980
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
981

D
dubejf 已提交
982
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
983

M
Mr.doob 已提交
984
							}
B
Ben Adams 已提交
985

M
Mr.doob 已提交
986 987 988 989
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
990
						}
B
Ben Adams 已提交
991

M
Mr.doob 已提交
992
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
993
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
994

B
Ben Adams 已提交
995
					}
M
Mr.doob 已提交
996

997 998
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
999
					var value = materialDefaultAttributeValues[ name ];
1000

1001
					if ( value !== undefined ) {
M
Mr.doob 已提交
1002

1003
						switch ( value.length ) {
M
Mr.doob 已提交
1004

1005 1006 1007
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1008

1009 1010 1011
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1012

1013 1014 1015
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1016

1017 1018
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1019 1020

						}
M
Mr.doob 已提交
1021 1022 1023 1024 1025 1026 1027 1028

					}

				}

			}

		}
1029

1030
		state.disableUnusedAttributes();
1031

M
Mr.doob 已提交
1032 1033
	}

M
Mr.doob 已提交
1034 1035
	// Sorting

1036
	function absNumericalSort( a, b ) {
1037

1038
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1039 1040 1041

	}

M
Mr.doob 已提交
1042
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1043

U
unconed 已提交
1044
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1045

U
unconed 已提交
1046
			return a.object.renderOrder - b.object.renderOrder;
1047

1048 1049 1050 1051
		} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {

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

M
Mr.doob 已提交
1052
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1053

M
Mr.doob 已提交
1054
			return a.material.id - b.material.id;
1055 1056

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1057

M
Mr.doob 已提交
1058
			return a.z - b.z;
M
Mr.doob 已提交
1059 1060 1061

		} else {

1062
			return a.id - b.id;
M
Mr.doob 已提交
1063 1064 1065

		}

1066
	}
M
Mr.doob 已提交
1067

M
Mr.doob 已提交
1068
	function reversePainterSortStable( a, b ) {
1069

U
unconed 已提交
1070
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1071

U
unconed 已提交
1072
			return a.object.renderOrder - b.object.renderOrder;
1073 1074

		} if ( a.z !== b.z ) {
1075

M
Mr.doob 已提交
1076
			return b.z - a.z;
1077 1078 1079 1080 1081 1082 1083

		} else {

			return a.id - b.id;

		}

1084
	}
1085

M
Mr.doob 已提交
1086 1087 1088 1089
	// Rendering

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

1090
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1091

1092
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1093 1094 1095 1096 1097 1098
			return;

		}

		// reset caching for this frame

1099
		_currentGeometryProgram = '';
1100
		_currentMaterialId = - 1;
1101
		_currentCamera = null;
M
Mr.doob 已提交
1102 1103 1104

		// update scene graph

1105
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1106 1107 1108

		// update camera matrices and frustum

1109
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1110 1111 1112 1113 1114 1115

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1116
		lights.length = 0;
1117

M
Mr.doob 已提交
1118 1119
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1120

M
Mr.doob 已提交
1121 1122 1123
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1124
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1125
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1126

M
Mr.doob 已提交
1127
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1128

1129 1130 1131
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1132
		if ( _this.sortObjects === true ) {
1133 1134 1135

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1136

1137 1138
		}

M
Mr.doob 已提交
1139
		//
M
Mr.doob 已提交
1140

T
tschw 已提交
1141
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1142

1143 1144
		setupShadows( lights );

M
Mr.doob 已提交
1145
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1146

1147 1148
		setupLights( lights, camera );

T
tschw 已提交
1149
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1150

M
Mr.doob 已提交
1151 1152
		//

M
Mr.doob 已提交
1153
		_infoRender.frame ++;
1154 1155 1156 1157
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1158

1159 1160 1161 1162 1163 1164
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1165 1166
		this.setRenderTarget( renderTarget );

M
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1167 1168 1169 1170 1171 1172
		//

		var background = scene.background;

		if ( background === null ) {

1173
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1174

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

1177
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1178
			forceClear = true;
1179 1180 1181 1182 1183 1184 1185 1186 1187

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1188
		if ( background && background.isCubeTexture ) {
M
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1189

M
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1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212
			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
Mr.doob 已提交
1213 1214 1215


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
Mr.doob 已提交
1216
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1217

1218 1219
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1220
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1221

T
Takahiro 已提交
1222
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1223

M
Mr.doob 已提交
1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234
			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
1235 1236
			backgroundPlaneMesh.material.map = background;

1237 1238
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1239
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1240

M
Mr.doob 已提交
1241 1242
		}

1243
		//
M
Mr.doob 已提交
1244 1245 1246

		if ( scene.overrideMaterial ) {

1247
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1248

1249 1250
			renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			renderObjects( transparentObjects, scene, camera, overrideMaterial );
1251

M
Mr.doob 已提交
1252 1253 1254 1255
		} else {

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

R
Rich Harris 已提交
1256
			state.setBlending( NoBlending );
1257
			renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1258 1259 1260

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

1261
			renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1262 1263 1264 1265 1266

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1267
		spritePlugin.render( scene, camera );
1268
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1269 1270 1271

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

M
Mr.doob 已提交
1272 1273
		if ( renderTarget ) {

1274
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1275 1276 1277

		}

1278
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1279

M
Mr.doob 已提交
1280 1281
		state.setDepthTest( true );
		state.setDepthWrite( true );
1282
		state.setColorWrite( true );
M
Mr.doob 已提交
1283 1284 1285 1286

		// _gl.finish();

	};
M
Mr.doob 已提交
1287

M
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1288 1289
	function pushRenderItem( object, geometry, material, z, group ) {

1290
		var array, index;
M
Mr.doob 已提交
1291

1292
		// allocate the next position in the appropriate array
M
Mr.doob 已提交
1293 1294 1295

		if ( material.transparent ) {

1296 1297
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
Mr.doob 已提交
1298 1299 1300

		} else {

1301 1302 1303 1304 1305
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1306 1307
		// recycle existing render item or grow the array

1308 1309
		var renderItem = array[ index ];

M
Mr.doob 已提交
1310
		if ( renderItem ) {
1311 1312 1313 1314 1315 1316 1317

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
Mr.doob 已提交
1318 1319 1320

		} else {

1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
Mr.doob 已提交
1332 1333 1334 1335 1336

		}

	}

1337
	/*
M
Mr.doob 已提交
1338 1339
	// TODO Duplicated code (Frustum)

1340 1341
	var _sphere = new Sphere();

T
tschw 已提交
1342 1343 1344 1345 1346 1347 1348
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1349
		_sphere.copy( geometry.boundingSphere ).
1350
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366

		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
1367 1368

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1369 1370 1371 1372

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384

		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
1385
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1386 1387 1388 1389

		return true;

	}
1390
	*/
T
tschw 已提交
1391

M
Mr.doob 已提交
1392
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1393

M
Mr.doob 已提交
1394
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1395

M
Mr.doob 已提交
1396
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1397

1398 1399 1400
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1401

1402
				lights.push( object );
M
Mr.doob 已提交
1403

1404
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1405

1406
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1407 1408 1409 1410

					sprites.push( object );

				}
M
Mr.doob 已提交
1411

1412
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1413

1414
				lensFlares.push( object );
M
Mr.doob 已提交
1415

1416
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1417

M
Mr.doob 已提交
1418
				if ( sortObjects ) {
M
Mr.doob 已提交
1419

M
Mr.doob 已提交
1420 1421
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1422

1423
				}
1424

1425
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1426

1427
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1428

1429
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1430

1431
					object.skeleton.update();
1432

1433
				}
1434

1435
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1436

M
Mr.doob 已提交
1437
					if ( sortObjects ) {
1438

M
Mr.doob 已提交
1439 1440
						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );
1441

M
Mr.doob 已提交
1442
					}
1443

M
Mr.doob 已提交
1444 1445
					var geometry = objects.update( object );
					var material = object.material;
1446

M
Mr.doob 已提交
1447
					if ( Array.isArray( material ) ) {
1448

M
Mr.doob 已提交
1449
						var groups = geometry.groups;
1450

M
Mr.doob 已提交
1451
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
1452

M
Mr.doob 已提交
1453 1454
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
M
Mr.doob 已提交
1455

M
Mr.doob 已提交
1456
							if ( groupMaterial && groupMaterial.visible ) {
1457

M
Mr.doob 已提交
1458
								pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
1459

M
Mr.doob 已提交
1460
							}
M
Mr.doob 已提交
1461

M
Mr.doob 已提交
1462
						}
M
Mr.doob 已提交
1463

M
Mr.doob 已提交
1464
					} else if ( material.visible ) {
1465

M
Mr.doob 已提交
1466
						pushRenderItem( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1467

1468
					}
M
Mr.doob 已提交
1469

1470
				}
M
Mr.doob 已提交
1471

1472
			}
M
Mr.doob 已提交
1473

M
Mr.doob 已提交
1474
		}
M
Mr.doob 已提交
1475

M
Mr.doob 已提交
1476
		var children = object.children;
M
Mr.doob 已提交
1477

M
Mr.doob 已提交
1478 1479
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1480
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1481

1482
		}
1483

1484
	}
M
Mr.doob 已提交
1485

1486
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1487

M
Mr.doob 已提交
1488
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1489

1490
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1491

1492
			var object = renderItem.object;
M
Mr.doob 已提交
1493 1494 1495
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1496

1497 1498
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1499

1500
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
1501

1502
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1503

M
Mr.doob 已提交
1504
				setMaterial( material );
M
Mr.doob 已提交
1505

1506
				var program = setProgram( camera, scene.fog, material, object );
M
Mr.doob 已提交
1507

M
Mr.doob 已提交
1508
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1509

M
Mr.doob 已提交
1510
				renderObjectImmediate( object, program, material );
1511

M
Mr.doob 已提交
1512
			} else {
M
Mr.doob 已提交
1513

1514
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1515

M
Mr.doob 已提交
1516
			}
M
Mr.doob 已提交
1517

1518
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1519 1520


1521
		}
M
Mr.doob 已提交
1522

1523
	}
G
gero3 已提交
1524

1525
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1526

1527
		var materialProperties = properties.get( material );
G
gero3 已提交
1528

T
tschw 已提交
1529
		var parameters = programCache.getParameters(
1530
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1531

G
gero3 已提交
1532
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1533

1534
		var program = materialProperties.program;
T
tschw 已提交
1535
		var programChange = true;
1536

1537
		if ( program === undefined ) {
B
Ben Adams 已提交
1538

M
Mr.doob 已提交
1539 1540
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1541

1542
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1543

M
Mr.doob 已提交
1544
			// changed glsl or parameters
1545
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1546

G
gero3 已提交
1547
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1548

T
tschw 已提交
1549
			// same glsl and uniform list
T
tschw 已提交
1550 1551
			return;

T
tschw 已提交
1552
		} else {
B
Ben Adams 已提交
1553

T
tschw 已提交
1554 1555
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1556 1557 1558

		}

1559
		if ( programChange ) {
B
Ben Adams 已提交
1560

1561
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1562

R
Rich Harris 已提交
1563
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1564

1565 1566
				materialProperties.__webglShader = {
					name: material.type,
1567
					uniforms: UniformsUtils.clone( shader.uniforms ),
1568 1569 1570
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1571

1572
			} else {
B
Ben Adams 已提交
1573

1574 1575 1576 1577 1578 1579
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1580

1581
			}
G
gero3 已提交
1582

1583
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1584

1585
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1586

1587 1588
			materialProperties.program = program;
			material.program = program;
1589 1590 1591

		}

1592
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1593 1594 1595 1596 1597

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1598
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1599

1600
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1614
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1615

1616
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1617 1618 1619 1620 1621 1622 1623 1624 1625

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1626 1627
		var uniforms = materialProperties.__webglShader.uniforms;

1628
		if ( ! material.isShaderMaterial &&
1629 1630
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1631

T
tschw 已提交
1632
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1633
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1634
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1635 1636 1637

		}

1638
		materialProperties.fog = fog;
1639

1640
		// store the light setup it was created for
1641

1642
		materialProperties.lightsHash = _lights.hash;
1643

M
Mr.doob 已提交
1644
		if ( material.lights ) {
1645 1646 1647 1648 1649 1650

			// 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;
1651
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1652
			uniforms.pointLights.value = _lights.point;
1653 1654
			uniforms.hemisphereLights.value = _lights.hemi;

1655 1656 1657 1658 1659 1660
			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;
1661
			// TODO (abelnation): add area lights shadow info to uniforms
1662

1663 1664
		}

T
tschw 已提交
1665 1666
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1667
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1668

T
tschw 已提交
1669
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1670

M
Mr.doob 已提交
1671
	}
M
Mr.doob 已提交
1672

1673 1674
	function setMaterial( material ) {

M
Mr.doob 已提交
1675 1676 1677
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1678

R
Rich Harris 已提交
1679
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1680

M
Mr.doob 已提交
1681 1682 1683
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1684

B
Ben Adams 已提交
1685
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1686 1687
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1688
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1689
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1690 1691 1692

	}

1693
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1694 1695 1696

		_usedTextureUnits = 0;

1697
		var materialProperties = properties.get( material );
1698

T
tschw 已提交
1699 1700 1701 1702 1703
		if ( _clippingEnabled ) {

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

				var useCache =
1704 1705
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1706 1707 1708 1709

				// 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
1710
				_clipping.setState(
1711 1712
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1713 1714 1715 1716 1717

			}

		}

1718
		if ( material.needsUpdate === false ) {
1719

1720
			if ( materialProperties.program === undefined ) {
1721

1722
				material.needsUpdate = true;
1723

1724
			} else if ( material.fog && materialProperties.fog !== fog ) {
1725

M
Mr.doob 已提交
1726
				material.needsUpdate = true;
1727

1728
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1729

1730
				material.needsUpdate = true;
1731

1732
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1733
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1734
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1735 1736 1737

				material.needsUpdate = true;

1738
			}
1739 1740 1741 1742

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1743

1744
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1745 1746 1747 1748
			material.needsUpdate = false;

		}

1749
		var refreshProgram = false;
M
Mr.doob 已提交
1750
		var refreshMaterial = false;
1751
		var refreshLights = false;
M
Mr.doob 已提交
1752

1753
		var program = materialProperties.program,
1754
			p_uniforms = program.getUniforms(),
1755
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1756

1757
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1758

1759 1760
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1761

1762
			refreshProgram = true;
M
Mr.doob 已提交
1763
			refreshMaterial = true;
1764
			refreshLights = true;
M
Mr.doob 已提交
1765 1766 1767 1768 1769 1770

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1771

M
Mr.doob 已提交
1772 1773 1774 1775
			refreshMaterial = true;

		}

1776
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1777

T
tschw 已提交
1778
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1779

G
gero3 已提交
1780
			if ( capabilities.logarithmicDepthBuffer ) {
1781

T
tschw 已提交
1782
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1783
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1784 1785 1786 1787

			}


1788 1789 1790 1791 1792 1793 1794 1795 1796
			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
1797
				refreshLights = true;		// remains set until update done
1798 1799

			}
M
Mr.doob 已提交
1800

1801 1802 1803
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1804
			if ( material.isShaderMaterial ||
1805 1806 1807
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1808

T
tschw 已提交
1809 1810 1811
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1812

T
tschw 已提交
1813
					uCamPos.setValue( _gl,
1814
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1815 1816 1817 1818 1819

				}

			}

1820
			if ( material.isMeshPhongMaterial ||
1821 1822 1823 1824
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1825
				object.isSkinnedMesh ) {
1826

T
tschw 已提交
1827
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1828 1829 1830

			}

T
tschw 已提交
1831 1832
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1833

M
Mr.doob 已提交
1834 1835 1836 1837 1838 1839
		}

		// 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

1840
		if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1841

T
tschw 已提交
1842 1843
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1844

T
tschw 已提交
1845
			var skeleton = object.skeleton;
1846

T
tschw 已提交
1847
			if ( skeleton ) {
1848

1849
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1850

T
tschw 已提交
1851
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
1852
					p_uniforms.set( _gl, skeleton, 'boneTextureSize' );
M
Mr.doob 已提交
1853

T
tschw 已提交
1854
				} else {
M
Mr.doob 已提交
1855

T
tschw 已提交
1856
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1857 1858 1859 1860 1861 1862 1863 1864 1865

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1866
			if ( material.lights ) {
M
Mr.doob 已提交
1867

1868
				// the current material requires lighting info
M
Mr.doob 已提交
1869

T
tschw 已提交
1870 1871 1872 1873 1874 1875
				// 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
1876

T
tschw 已提交
1877
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1878

T
tschw 已提交
1879
			}
G
gero3 已提交
1880

T
tschw 已提交
1881
			// refresh uniforms common to several materials
G
gero3 已提交
1882

T
tschw 已提交
1883
			if ( fog && material.fog ) {
G
gero3 已提交
1884

T
tschw 已提交
1885
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1886 1887 1888

			}

1889
			if ( material.isMeshBasicMaterial ||
1890 1891 1892
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1893
				material.isMeshNormalMaterial ||
1894
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1895 1896 1897 1898 1899 1900 1901

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1902
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1903 1904 1905

				refreshUniformsLine( m_uniforms, material );

1906
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1907 1908 1909 1910

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

1911
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1912

M
Mr.doob 已提交
1913
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1914

1915
			} else if ( material.isMeshLambertMaterial ) {
1916 1917 1918

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1919 1920 1921 1922
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1923 1924 1925 1926
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1927
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1928 1929 1930

				refreshUniformsPhysical( m_uniforms, material );

1931
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1932

1933
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1934

1935
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1936

1937 1938 1939 1940 1941 1942 1943 1944
				if ( material.displacementMap ) {

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

				}

1945
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1946

1947
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1948 1949 1950

			}

M
Mr.doob 已提交
1951 1952 1953 1954 1955 1956
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
Rich Harris 已提交
1957
			WebGLUniforms.upload(
1958
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1959 1960 1961

		}

M
Mr.doob 已提交
1962

T
tschw 已提交
1963
		// common matrices
M
Mr.doob 已提交
1964

T
tschw 已提交
1965 1966 1967
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1968

T
tschw 已提交
1969
		return program;
A
arose 已提交
1970 1971 1972

	}

M
Mr.doob 已提交
1973 1974
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1975
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1976 1977 1978

		uniforms.opacity.value = material.opacity;

1979
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1980

1981
		if ( material.emissive ) {
M
Mr.doob 已提交
1982

1983
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1984 1985 1986

		}

1987 1988 1989
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1990

1991 1992 1993 1994 1995 1996 1997
		if ( material.lightMap ) {

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

		}

1998
		if ( material.aoMap ) {
1999

2000 2001
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2002 2003 2004

		}

M
Mr.doob 已提交
2005
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2006 2007 2008 2009 2010
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2011
		// 6. emissive map
M
Mr.doob 已提交
2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2023 2024 2025 2026
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2027 2028 2029 2030 2031 2032 2033 2034
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2035 2036 2037 2038 2039 2040 2041 2042
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2043 2044 2045 2046
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2047 2048 2049 2050
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2051 2052 2053 2054
		}

		if ( uvScaleMap !== undefined ) {

2055
			// backwards compatibility
2056
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2057 2058 2059 2060 2061

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2062 2063 2064 2065 2066 2067 2068 2069
			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;
2070 2071 2072 2073 2074

		// 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
2075
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2076

2077
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2078 2079
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2080
	}
M
Mr.doob 已提交
2081

M
Mr.doob 已提交
2082
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2083 2084 2085 2086

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

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

M
Mr.doob 已提交
2089
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2090 2091 2092 2093 2094

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

M
Mr.doob 已提交
2095
	}
M
Mr.doob 已提交
2096

M
Mr.doob 已提交
2097
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2098

2099
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2100
		uniforms.opacity.value = material.opacity;
2101
		uniforms.size.value = material.size * _pixelRatio;
2102
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2103 2104 2105

		uniforms.map.value = material.map;

2106 2107 2108 2109 2110 2111 2112 2113 2114
		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
2115
	}
M
Mr.doob 已提交
2116

M
Mr.doob 已提交
2117
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2118 2119 2120

		uniforms.fogColor.value = fog.color;

2121
		if ( fog.isFog ) {
M
Mr.doob 已提交
2122 2123 2124 2125

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

2126
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2127 2128 2129 2130 2131

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2132
	}
M
Mr.doob 已提交
2133

M
Mr.doob 已提交
2134
	function refreshUniformsLambert( uniforms, material ) {
2135 2136 2137 2138 2139 2140 2141 2142 2143

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2144
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2145

2146
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2147
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2148

2149
		if ( material.emissiveMap ) {
2150

2151
			uniforms.emissiveMap.value = material.emissiveMap;
2152

2153
		}
M
Mr.doob 已提交
2154

2155 2156 2157 2158
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2159

2160
		}
M
Mr.doob 已提交
2161

2162 2163 2164 2165 2166 2167
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2168

2169 2170 2171 2172 2173
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2174

2175
		}
2176

T
Takahiro 已提交
2177 2178 2179 2180 2181 2182
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2183
		if ( material.gradientMap ) {
T
Takahiro 已提交
2184

T
Takahiro 已提交
2185
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2186 2187 2188

		}

2189 2190
	}

M
Mr.doob 已提交
2191
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244

		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
2245
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2246

2247 2248 2249
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2250 2251 2252 2253
		refreshUniformsStandard( uniforms, material );

	}

2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279
	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;

		}

	}

2280 2281
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2282
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2283

M
Mr.doob 已提交
2284
		uniforms.ambientLightColor.needsUpdate = value;
2285

B
Ben Houston 已提交
2286 2287 2288
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2289
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2290
		uniforms.hemisphereLights.needsUpdate = value;
2291

M
Mr.doob 已提交
2292
	}
2293

T
tschw 已提交
2294
	// Lighting
M
Mr.doob 已提交
2295

M
Mr.doob 已提交
2296
	function setupShadows( lights ) {
2297 2298 2299 2300 2301 2302 2303 2304 2305

		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
2306 2307
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2308 2309 2310 2311 2312 2313 2314 2315 2316

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2317
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2318

M
Mr.doob 已提交
2319
		var l, ll, light, shadow,
2320 2321 2322 2323 2324
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2325

2326
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2327

M
Mr.doob 已提交
2328 2329 2330 2331 2332
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2333 2334 2335 2336 2337 2338 2339 2340 2341

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

			light = lights[ l ];

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

2342
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2343

2344
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2345

2346 2347 2348
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2349

2350
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2351

M
Mr.doob 已提交
2352
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2353

2354
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2355
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2356
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2357 2358 2359
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2360
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2361

2362
				if ( light.castShadow ) {
M
Mr.doob 已提交
2363

M
Mr.doob 已提交
2364 2365 2366 2367 2368
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2369

2370 2371
				}

2372
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2373
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2374 2375 2376
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2377

2378
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2379

M
Mr.doob 已提交
2380
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2381 2382 2383

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2384

M
Mr.doob 已提交
2385 2386 2387 2388 2389 2390 2391 2392
				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 );

2393 2394
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2395
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2396

2397
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2398

2399 2400
				if ( light.castShadow ) {

M
Mr.doob 已提交
2401 2402 2403 2404 2405
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2406

2407 2408
				}

2409
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2410
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2411 2412 2413
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2414

2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

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

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

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

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

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

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

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

M
Mr.doob 已提交
2445 2446 2447
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2448

2449
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2450

M
Mr.doob 已提交
2451
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2452

M
Mr.doob 已提交
2453 2454
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2455

M
Mr.doob 已提交
2456 2457
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2458 2459
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2460
				uniforms.shadow = light.castShadow;
2461

M
Mr.doob 已提交
2462
				if ( light.castShadow ) {
2463

M
Mr.doob 已提交
2464 2465 2466 2467 2468
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2469 2470

				}
2471

2472
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2473

2474 2475
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2476
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2477

2478 2479
				}

2480 2481 2482 2483 2484
				// 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
2485 2486 2487
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2488

2489
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2490

M
Mr.doob 已提交
2491
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2492 2493 2494 2495

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2496

M
Mr.doob 已提交
2497 2498
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2499

M
Mr.doob 已提交
2500 2501 2502
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2503 2504 2505 2506 2507

			}

		}

M
Mr.doob 已提交
2508 2509 2510
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2511

M
Mr.doob 已提交
2512 2513
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2514
		_lights.rectArea.length = rectAreaLength;
2515
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2516
		_lights.hemi.length = hemiLength;
2517

2518 2519
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2520

M
Mr.doob 已提交
2521
	}
M
Mr.doob 已提交
2522 2523 2524 2525 2526

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2527
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2528
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2529 2530 2531 2532 2533

	};

	// Textures

T
tschw 已提交
2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549
	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;

	}

2550
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2551

2552
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2553
	this.setTexture2D = ( function () {
T
tschw 已提交
2554

2555
		var warned = false;
T
tschw 已提交
2556

2557
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2558
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2559

T
Takahiro 已提交
2560
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2561

2562
				if ( ! warned ) {
T
tschw 已提交
2563

2564 2565
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2566

2567
				}
T
tschw 已提交
2568

2569
				texture = texture.texture;
T
tschw 已提交
2570

2571
			}
T
tschw 已提交
2572

2573
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2574

2575
		};
T
tschw 已提交
2576

2577
	}() );
T
tschw 已提交
2578

M
Mr.doob 已提交
2579
	this.setTexture = ( function () {
2580 2581 2582

		var warned = false;

W
WestLangley 已提交
2583
		return function setTexture( texture, slot ) {
2584 2585 2586 2587 2588 2589 2590 2591

			if ( ! warned ) {

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

			}

2592
			textures.setTexture2D( texture, slot );
2593 2594 2595 2596 2597

		};

	}() );

M
Mr.doob 已提交
2598
	this.setTextureCube = ( function () {
2599 2600 2601

		var warned = false;

W
WestLangley 已提交
2602
		return function setTextureCube( texture, slot ) {
2603 2604

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2605
			if ( texture && texture.isWebGLRenderTargetCube ) {
2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619

				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
2620
			if ( ( texture && texture.isCubeTexture ) ||
2621
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2622 2623 2624 2625

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2626
				textures.setTextureCube( texture, slot );
2627 2628 2629 2630 2631

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2632
				textures.setTextureCubeDynamic( texture, slot );
2633 2634 2635 2636 2637 2638

			}

		};

	}() );
T
tschw 已提交
2639

M
Mr.doob 已提交
2640
	this.getCurrentRenderTarget = function () {
2641 2642 2643

		return _currentRenderTarget;

M
Michael Herzog 已提交
2644
	};
2645

2646
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2647

2648 2649
		_currentRenderTarget = renderTarget;

2650
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2651

2652
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2653 2654 2655

		}

T
Takahiro 已提交
2656
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2657
		var framebuffer;
M
Mr.doob 已提交
2658 2659 2660

		if ( renderTarget ) {

2661
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2662

M
Mr.doob 已提交
2663 2664
			if ( isCube ) {

2665
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2666 2667 2668

			} else {

2669
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2670 2671 2672

			}

2673 2674
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2675

2676
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2677 2678 2679 2680 2681

		} else {

			framebuffer = null;

2682
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2683
			_currentScissorTest = _scissorTest;
2684

2685
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2686 2687 2688

		}

M
Mr.doob 已提交
2689
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2690 2691 2692 2693 2694 2695

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

		}

2696 2697
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2698

2699
		state.viewport( _currentViewport );
2700

M
Mr.doob 已提交
2701 2702 2703
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2704
			_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
2705 2706 2707

		}

M
Mr.doob 已提交
2708 2709
	};

M
Mr.doob 已提交
2710
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2711

T
Takahiro 已提交
2712
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2713

2714
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2715
			return;
2716

G
gero3 已提交
2717
		}
2718

M
Mr.doob 已提交
2719
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2720

M
Mr.doob 已提交
2721
		if ( framebuffer ) {
2722

G
gero3 已提交
2723
			var restore = false;
2724

M
Mr.doob 已提交
2725
			if ( framebuffer !== _currentFramebuffer ) {
2726

M
Mr.doob 已提交
2727
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2728

G
gero3 已提交
2729
				restore = true;
2730

G
gero3 已提交
2731
			}
2732

M
Mr.doob 已提交
2733
			try {
2734

M
Mr.doob 已提交
2735
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2736 2737
				var textureFormat = texture.format;
				var textureType = texture.type;
2738

M
Mr.doob 已提交
2739
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2740

M
Mr.doob 已提交
2741 2742
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2743

M
Mr.doob 已提交
2744
				}
2745

M
Mr.doob 已提交
2746
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2747 2748
					! ( 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' ) ) ) {
2749

M
Mr.doob 已提交
2750 2751
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2752

M
Mr.doob 已提交
2753
				}
2754

M
Mr.doob 已提交
2755
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2756

2757 2758
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2759
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2760

M
Mr.doob 已提交
2761
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2762 2763

					}
2764

M
Mr.doob 已提交
2765
				} else {
M
Mr.doob 已提交
2766

M
Mr.doob 已提交
2767 2768 2769
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2770

M
Mr.doob 已提交
2771
			} finally {
M
Mr.doob 已提交
2772

M
Mr.doob 已提交
2773 2774 2775
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2776

M
Mr.doob 已提交
2777 2778 2779
				}

			}
M
Mr.doob 已提交
2780 2781 2782

		}

M
Mr.doob 已提交
2783 2784
	};

M
Mr.doob 已提交
2785 2786
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2787
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2788

2789 2790
		var extension;

R
Rich Harris 已提交
2791 2792 2793
		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
2794

R
Rich Harris 已提交
2795 2796 2797
		if ( p === NearestFilter ) return _gl.NEAREST;
		if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
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		if ( p === LinearFilter ) return _gl.LINEAR;
		if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
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		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;
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		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;
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2815
		if ( p === HalfFloatType ) {
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2817
			extension = extensions.get( 'OES_texture_half_float' );
2818

2819
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2820 2821 2822

		}

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		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;
2829
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
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		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
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		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
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		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
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2848 2849
		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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2851
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2852

2853 2854 2855 2856 2857 2858 2859 2860
			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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		}

2864
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2865
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2866

2867
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2869 2870 2871 2872 2873 2874 2875 2876
			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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		}

2880
		if ( p === RGB_ETC1_Format ) {
2881

2882
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2883

2884
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2885 2886 2887

		}

2888 2889 2890
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2891

2892
			if ( extension !== null ) {
2893

2894 2895 2896 2897
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2898 2899 2900

		}

2901
		if ( p === UnsignedInt248Type ) {
2902

2903
			extension = extensions.get( 'WEBGL_depth_texture' );
2904

2905
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2906 2907 2908

		}

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		return 0;

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	}
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}
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export { WebGLRenderer };