WebGLRenderer.js 67.3 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, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLBackground } from './webgl/WebGLBackground';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
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import { WebVRManager } from './webvr/WebVRManager';
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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';

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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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function WebGLRenderer( parameters ) {
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	console.log( 'THREE.WebGLRenderer', REVISION );
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	parameters = parameters || {};

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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
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		_context = parameters.context !== undefined ? parameters.context : null,
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		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
		_depth = parameters.depth !== undefined ? parameters.depth : true,
		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
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	var lights = [];
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	var currentRenderList = null;
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	var morphInfluences = new Float32Array( 8 );

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
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		_currentCamera = null,
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		_currentArrayCamera = 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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		_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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		_canvas.addEventListener( 'webglcontextrestored', onContextRestore, 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, capabilities, state;
	var properties, textures, attributes, geometries, objects;
	var programCache, lightCache, renderLists;
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	var background, bufferRenderer, indexedBufferRenderer;
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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
		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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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, paramThreeToGL );
		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		properties = new WebGLProperties();
		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, _infoMemory );
		attributes = new WebGLAttributes( _gl );
		geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
		objects = new WebGLObjects( _gl, geometries, _infoRender );
		programCache = new WebGLPrograms( _this, capabilities );
		lightCache = new WebGLLights();
		renderLists = new WebGLRenderLists();
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		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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		_this.info.programs = programCache.programs;
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	}

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	initGLContext();
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	var vr = new WebVRManager( _this );
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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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	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.renderLists = renderLists;
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	this.state = state;
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	this.vr = vr;
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	// shadow map

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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		var extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.loseContext();
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	};

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	this.forceContextRestore = function () {

		var extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.restoreContext();

	};

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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;

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		this.setSize( _width, _height, 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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		var device = vr.getDevice();

		if ( device && device.isPresenting ) {

			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
			return;

		}

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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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	};

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	this.getDrawingBufferSize = function () {

		return {
			width: _width * _pixelRatio,
			height: _height * _pixelRatio
		};

	};

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	this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

		_canvas.width = width * pixelRatio;
		_canvas.height = height * pixelRatio;

		this.setViewport( 0, 0, width, height );

	};

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

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		_viewport.set( x, _height - y - height, width, height );
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		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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	};

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	this.setScissor = function ( x, y, width, height ) {
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		_scissor.set( x, _height - y - height, width, height );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
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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 = background.getClearColor;
	this.setClearColor = background.setClearColor;
	this.getClearAlpha = background.getClearAlpha;
	this.setClearAlpha = background.setClearAlpha;
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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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	//
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	this.dispose = function () {
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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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		console.log( 'THREE.WebGLRenderer: Context Lost.' );

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		_isContextLost = true;

	}

	function onContextRestore( event ) {
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		console.log( 'THREE.WebGLRenderer: Context Restored.' );
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		_isContextLost = false;
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		initGLContext();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
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		var programAttributes = program.getAttributes();
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		if ( object.hasPositions ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
620
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
621

622 623
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
624 625 626 627 628

		}

		if ( object.hasNormals ) {

629
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
630

631
			if ( ! material.isMeshPhongMaterial &&
632
				! material.isMeshStandardMaterial &&
633
				! material.isMeshNormalMaterial &&
634
				material.shading === FlatShading ) {
M
Mr.doob 已提交
635

636
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
637

638
					var array = object.normalArray;
M
Mr.doob 已提交
639

640 641 642
					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
643

644 645 646
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
647

648 649 650
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
651

652 653 654
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
655 656 657 658 659 660

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
661

662
			state.enableAttribute( programAttributes.normal );
663

664
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
665 666 667 668 669

		}

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

670
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
671
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
672

673
			state.enableAttribute( programAttributes.uv );
674

675
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
676 677 678

		}

R
Rich Harris 已提交
679
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
680

681
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
682
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
683

684
			state.enableAttribute( programAttributes.color );
685

686
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
687 688 689

		}

690
		state.disableUnusedAttributes();
691

M
Mr.doob 已提交
692 693 694 695 696 697
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
698 699 700 701 702 703
	function absNumericalSort( a, b ) {

		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );

	}

704
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
705

706
		state.setMaterial( material );
M
Mr.doob 已提交
707

M
Mr.doob 已提交
708
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
709
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
710

M
Mr.doob 已提交
711
		var updateBuffers = false;
M
Mr.doob 已提交
712 713 714 715 716 717 718 719 720 721 722 723 724 725

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
726 727
			// TODO Remove allocations

M
Mr.doob 已提交
728 729 730 731 732 733 734 735 736
			var activeInfluences = [];

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

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

			}

737
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
738 739 740 741 742 743 744

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

745 746
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
747 748 749 750 751 752 753
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

754
					var index = influence[ 1 ];
M
Mr.doob 已提交
755

756 757
					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
758 759 760

				} else {

761 762
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
763 764 765 766 767

				}

			}

768 769 770 771 772 773
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
774
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
775 776 777 778 779

			updateBuffers = true;

		}

780 781
		//

782
		var index = geometry.index;
783
		var position = geometry.attributes.position;
784
		var rangeFactor = 1;
785

786 787
		if ( material.wireframe === true ) {

788
			index = geometries.getWireframeAttribute( geometry );
789
			rangeFactor = 2;
790 791 792

		}

M
Mr.doob 已提交
793
		var attribute;
M
Mr.doob 已提交
794
		var renderer = bufferRenderer;
795

796
		if ( index !== null ) {
797

M
Mr.doob 已提交
798
			attribute = attributes.get( index );
799

800
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
801
			renderer.setIndex( attribute );
802

803
		}
M
Mr.doob 已提交
804

805
		if ( updateBuffers ) {
M
Mr.doob 已提交
806

807
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
808

809
			if ( index !== null ) {
810

M
Mr.doob 已提交
811
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
812 813 814

			}

815
		}
816

817 818
		//

819
		var dataCount = 0;
820

M
Mr.doob 已提交
821
		if ( index !== null ) {
822

M
Mr.doob 已提交
823
			dataCount = index.count;
824

M
Mr.doob 已提交
825
		} else if ( position !== undefined ) {
826

M
Mr.doob 已提交
827
			dataCount = position.count;
828

M
Mr.doob 已提交
829
		}
830

M
Mr.doob 已提交
831 832
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
833

M
Mr.doob 已提交
834 835
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
836

M
Mr.doob 已提交
837 838
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
839 840 841

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

842 843
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
844
		//
845

846
		if ( object.isMesh ) {
847

848
			if ( material.wireframe === true ) {
849

850
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
851
				renderer.setMode( _gl.LINES );
852

853
			} else {
M
Mr.doob 已提交
854 855

				switch ( object.drawMode ) {
856

R
Rich Harris 已提交
857
					case TrianglesDrawMode:
B
Ben Adams 已提交
858 859 860
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
861
					case TriangleStripDrawMode:
B
Ben Adams 已提交
862 863 864
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
865
					case TriangleFanDrawMode:
B
Ben Adams 已提交
866 867 868 869
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
870

871
			}
872

873

874
		} else if ( object.isLine ) {
875

876
			var lineWidth = material.linewidth;
877

878
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
879

880
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
881

882
			if ( object.isLineSegments ) {
883

884
				renderer.setMode( _gl.LINES );
885

886 887 888 889
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

890
			} else {
891

892
				renderer.setMode( _gl.LINE_STRIP );
893 894

			}
M
Mr.doob 已提交
895

896
		} else if ( object.isPoints ) {
897 898

			renderer.setMode( _gl.POINTS );
899 900

		}
901

T
Takahiro 已提交
902
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
903 904 905

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
906
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
907

J
jfranc 已提交
908
			}
909 910 911

		} else {

M
Mr.doob 已提交
912
			renderer.render( drawStart, drawCount );
913

M
Mr.doob 已提交
914 915 916 917
		}

	};

918
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
919

T
Takahiro 已提交
920
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
921

922
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
923

924
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
925
				return;
B
Ben Adams 已提交
926

M
Mr.doob 已提交
927 928 929
			}

		}
B
Ben Adams 已提交
930

931 932
		if ( startIndex === undefined ) startIndex = 0;

933 934
		state.initAttributes();

935
		var geometryAttributes = geometry.attributes;
936

937
		var programAttributes = program.getAttributes();
938

939
		var materialDefaultAttributeValues = material.defaultAttributeValues;
940

941
		for ( var name in programAttributes ) {
942

943
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
944

M
Mr.doob 已提交
945
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
946

947
				var geometryAttribute = geometryAttributes[ name ];
948

M
Mr.doob 已提交
949
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
950

951
					var normalized = geometryAttribute.normalized;
952
					var size = geometryAttribute.itemSize;
953

M
Mr.doob 已提交
954
					var attribute = attributes.get( geometryAttribute );
955

M
Mr.doob 已提交
956 957 958
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
959

A
aardgoose 已提交
960
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
961

M
Mr.doob 已提交
962 963 964 965
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
966
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
967

968
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
969

M
Mr.doob 已提交
970
							if ( geometry.maxInstancedCount === undefined ) {
971

D
dubejf 已提交
972
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
973

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

M
Mr.doob 已提交
976
						} else {
B
Ben Adams 已提交
977

M
Mr.doob 已提交
978
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
979

M
Mr.doob 已提交
980
						}
B
Ben Adams 已提交
981

M
Mr.doob 已提交
982
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
983
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
984

M
Mr.doob 已提交
985
					} else {
B
Ben Adams 已提交
986

A
aardgoose 已提交
987
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
988

989
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
990

M
Mr.doob 已提交
991
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
992

D
dubejf 已提交
993
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
994

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

M
Mr.doob 已提交
997 998 999 1000
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
1001
						}
B
Ben Adams 已提交
1002

M
Mr.doob 已提交
1003
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1004
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
1005

B
Ben Adams 已提交
1006
					}
M
Mr.doob 已提交
1007

1008 1009
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1010
					var value = materialDefaultAttributeValues[ name ];
1011

1012
					if ( value !== undefined ) {
M
Mr.doob 已提交
1013

1014
						switch ( value.length ) {
M
Mr.doob 已提交
1015

1016 1017 1018
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1019

1020 1021 1022
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1023

1024 1025 1026
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1027

1028 1029
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1030 1031

						}
M
Mr.doob 已提交
1032 1033 1034 1035 1036 1037 1038 1039

					}

				}

			}

		}
1040

1041
		state.disableUnusedAttributes();
1042

M
Mr.doob 已提交
1043 1044
	}

M
Mr.doob 已提交
1045
	// Compile
M
Mr.doob 已提交
1046

M
Mr.doob 已提交
1047
	this.compile = function ( scene, camera ) {
1048

M
Mr.doob 已提交
1049
		lights = [];
1050

M
Mr.doob 已提交
1051
		scene.traverse( function ( object ) {
G
gero3 已提交
1052 1053

			if ( object.isLight ) {
M
Mr.doob 已提交
1054 1055 1056

				lights.push( object );

G
gero3 已提交
1057
			}
M
Mr.doob 已提交
1058 1059 1060 1061 1062 1063 1064 1065 1066

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1067
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1068

G
gero3 已提交
1069
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1070 1071 1072

						initMaterial( object.material[ i ], scene.fog, object );

G
gero3 已提交
1073
					}
M
Mr.doob 已提交
1074

G
gero3 已提交
1075
				} else {
M
Mr.doob 已提交
1076 1077 1078

					initMaterial( object.material, scene.fog, object );

G
gero3 已提交
1079
				}
M
Mr.doob 已提交
1080

G
gero3 已提交
1081
			}
M
Mr.doob 已提交
1082 1083

		} );
G
gero3 已提交
1084 1085

	};
1086

M
Mr.doob 已提交
1087 1088
	// Rendering

1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102
	this.animate = function ( callback ) {

		function onFrame() {

			callback();

			( vr.getDevice() || window ).requestAnimationFrame( onFrame );

		}

		( vr.getDevice() || window ).requestAnimationFrame( onFrame );

	};

M
Mr.doob 已提交
1103
	this.render = function ( scene, camera, renderTarget, forceClear ) {
1104

0
06wj 已提交
1105
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1106

1107
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1108 1109 1110 1111
			return;

		}

1112 1113
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1114 1115
		// reset caching for this frame

1116
		_currentGeometryProgram = '';
1117
		_currentMaterialId = - 1;
1118
		_currentCamera = null;
M
Mr.doob 已提交
1119 1120 1121

		// update scene graph

1122
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1123 1124 1125

		// update camera matrices and frustum

1126
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1127

1128 1129 1130 1131 1132 1133
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1134 1135 1136
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

M
Mr.doob 已提交
1137
		lights.length = 0;
M
Mr.doob 已提交
1138 1139 1140
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1141
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1142
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1143

1144 1145 1146
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1147
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1148

1149
		currentRenderList.finish();
1150

M
Mr.doob 已提交
1151
		if ( _this.sortObjects === true ) {
1152

1153
			currentRenderList.sort();
M
Mr.doob 已提交
1154

1155 1156
		}

M
Mr.doob 已提交
1157
		//
M
Mr.doob 已提交
1158

T
tschw 已提交
1159
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1160

1161 1162
		setupShadows( lights );

M
Mr.doob 已提交
1163
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1164

1165 1166
		setupLights( lights, camera );

T
tschw 已提交
1167
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1168

M
Mr.doob 已提交
1169 1170
		//

M
Mr.doob 已提交
1171
		_infoRender.frame ++;
1172 1173 1174 1175
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1176

1177 1178 1179 1180 1181 1182
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1183 1184
		this.setRenderTarget( renderTarget );

M
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1185 1186
		//

1187
		background.render( scene, camera, forceClear );
M
Mr.doob 已提交
1188

1189
		// render scene
M
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1190

1191 1192
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
M
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1193

1194
		if ( scene.overrideMaterial ) {
M
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1195

1196
			var overrideMaterial = scene.overrideMaterial;
1197

1198 1199
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
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1200

1201
		} else {
M
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1202

1203
			// opaque pass (front-to-back order)
M
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1204

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

1207
			// transparent pass (back-to-front order)
1208

1209
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1210 1211 1212 1213 1214

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1215
		spritePlugin.render( scene, camera );
1216
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1217 1218 1219

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

M
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1220 1221
		if ( renderTarget ) {

1222
			textures.updateRenderTargetMipmap( renderTarget );
M
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1223 1224 1225

		}

1226
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1227

1228 1229 1230
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1231

M
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1232 1233 1234 1235 1236
		if ( vr.enabled ) {

			vr.submitFrame();

		}
M
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1237

M
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1238 1239 1240
		// _gl.finish();

	};
M
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1241

1242
	/*
M
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1243 1244
	// TODO Duplicated code (Frustum)

1245 1246
	var _sphere = new Sphere();

T
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1247 1248 1249 1250 1251 1252 1253
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1254
		_sphere.copy( geometry.boundingSphere ).
1255
		applyMatrix4( object.matrixWorld );
M
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1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271

		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
1272 1273

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1274 1275 1276 1277

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289

		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
1290
		} while ( ++ i !== numPlanes );
T
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1291 1292 1293 1294

		return true;

	}
1295
	*/
T
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1296

M
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1297
	function projectObject( object, camera, sortObjects ) {
M
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1298

M
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1299
		if ( ! object.visible ) return;
M
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1300

1301
		var visible = object.layers.test( camera.layers );
M
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1302

1303
		if ( visible ) {
1304

1305
			if ( object.isLight ) {
M
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1306

1307
				lights.push( object );
M
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1308

1309
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1310

1311
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1312

1313
					sprites.push( object );
M
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1314

1315
				}
M
Mr.doob 已提交
1316

1317
			} else if ( object.isLensFlare ) {
M
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1318

1319
				lensFlares.push( object );
M
Mr.doob 已提交
1320

1321
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1322

1323
				if ( sortObjects ) {
M
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1324

1325 1326
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1327

1328
				}
M
Mr.doob 已提交
1329

1330
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1331

1332
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1333

1334
				if ( object.isSkinnedMesh ) {
1335

1336
					object.skeleton.update();
1337

1338
				}
1339

1340
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1341

1342 1343 1344 1345 1346 1347
					if ( sortObjects ) {

						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );

					}
1348

1349 1350
					var geometry = objects.update( object );
					var material = object.material;
1351

1352
					if ( Array.isArray( material ) ) {
1353

1354
						var groups = geometry.groups;
1355

1356
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1357

1358 1359
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1360

1361
							if ( groupMaterial && groupMaterial.visible ) {
1362

1363 1364 1365
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1366

M
Mr.doob 已提交
1367
						}
M
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1368

1369
					} else if ( material.visible ) {
1370

1371
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1372

1373
					}
M
Mr.doob 已提交
1374

1375
				}
M
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1376

1377
			}
M
Mr.doob 已提交
1378

M
Mr.doob 已提交
1379
		}
M
Mr.doob 已提交
1380

M
Mr.doob 已提交
1381
		var children = object.children;
M
Mr.doob 已提交
1382

M
Mr.doob 已提交
1383 1384
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1385
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1386

1387
		}
1388

1389
	}
M
Mr.doob 已提交
1390

1391
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
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1392

1393
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1394

1395
			var renderItem = renderList[ i ];
1396

1397 1398 1399 1400
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1401

1402
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1403

1404 1405
				_currentArrayCamera = camera;

1406
				var cameras = camera.cameras;
1407

1408
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1409

1410
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1411

1412
					if ( object.layers.test( camera2.layers ) ) {
1413

1414
						var bounds = camera2.bounds;
M
Mr.doob 已提交
1415

1416 1417 1418 1419 1420
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;

1421 1422 1423
						state.viewport( _currentViewport.set( x, y, width, height ) );
						state.scissor( _currentScissor.set( x, y, width, height ) );
						state.setScissorTest( true );
1424 1425 1426 1427

						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1428

1429
				}
1430

1431
			} else {
M
Mr.doob 已提交
1432

1433 1434
				_currentArrayCamera = null;

1435
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1436

1437
			}
M
Mr.doob 已提交
1438

1439
		}
M
Mr.doob 已提交
1440

1441
	}
G
gero3 已提交
1442

M
Mr.doob 已提交
1443 1444
	function renderObject( object, scene, camera, geometry, material, group ) {

1445 1446
		object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

M
Mr.doob 已提交
1466 1467
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
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1468 1469
	}

1470
	function initMaterial( material, fog, object ) {
M
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1471

1472
		var materialProperties = properties.get( material );
G
gero3 已提交
1473

T
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1474
		var parameters = programCache.getParameters(
1475
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1476

G
gero3 已提交
1477
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1478

1479
		var program = materialProperties.program;
T
tschw 已提交
1480
		var programChange = true;
1481

1482
		if ( program === undefined ) {
B
Ben Adams 已提交
1483

M
Mr.doob 已提交
1484 1485
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1486

1487
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1488

M
Mr.doob 已提交
1489
			// changed glsl or parameters
1490
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1491

G
gero3 已提交
1492
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1493

T
tschw 已提交
1494
			// same glsl and uniform list
T
tschw 已提交
1495 1496
			return;

T
tschw 已提交
1497
		} else {
B
Ben Adams 已提交
1498

T
tschw 已提交
1499 1500
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1501 1502 1503

		}

1504
		if ( programChange ) {
B
Ben Adams 已提交
1505

1506
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1507

R
Rich Harris 已提交
1508
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1509

1510
				materialProperties.shader = {
1511
					name: material.type,
1512
					uniforms: UniformsUtils.clone( shader.uniforms ),
1513 1514 1515
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1516

1517
			} else {
B
Ben Adams 已提交
1518

1519
				materialProperties.shader = {
1520 1521 1522 1523 1524
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1525

1526
			}
G
gero3 已提交
1527

1528
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1529

1530
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1531

1532 1533
			materialProperties.program = program;
			material.program = program;
1534 1535 1536

		}

1537
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1538 1539 1540 1541 1542

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1543
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1544

1545
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1559
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1560

1561
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1562 1563 1564 1565 1566 1567 1568 1569 1570

					material.numSupportedMorphNormals ++;

				}

			}

		}

1571
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1572

1573
		if ( ! material.isShaderMaterial &&
1574 1575
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1576

T
tschw 已提交
1577
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1578
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1579
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1580 1581 1582

		}

1583
		materialProperties.fog = fog;
1584

1585
		// store the light setup it was created for
1586

1587
		materialProperties.lightsHash = _lights.hash;
1588

M
Mr.doob 已提交
1589
		if ( material.lights ) {
1590 1591 1592 1593 1594 1595

			// 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;
1596
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1597
			uniforms.pointLights.value = _lights.point;
1598 1599
			uniforms.hemisphereLights.value = _lights.hemi;

1600 1601 1602 1603 1604 1605
			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;
1606
			// TODO (abelnation): add area lights shadow info to uniforms
1607

1608 1609
		}

T
tschw 已提交
1610 1611
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1612
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1613

T
tschw 已提交
1614
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1615

M
Mr.doob 已提交
1616
	}
M
Mr.doob 已提交
1617

1618
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1619 1620 1621

		_usedTextureUnits = 0;

1622
		var materialProperties = properties.get( material );
1623

T
tschw 已提交
1624 1625 1626 1627 1628
		if ( _clippingEnabled ) {

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

				var useCache =
1629 1630
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1631 1632 1633 1634

				// 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
1635
				_clipping.setState(
1636 1637
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1638 1639 1640 1641 1642

			}

		}

1643
		if ( material.needsUpdate === false ) {
1644

1645
			if ( materialProperties.program === undefined ) {
1646

1647
				material.needsUpdate = true;
1648

1649
			} else if ( material.fog && materialProperties.fog !== fog ) {
1650

M
Mr.doob 已提交
1651
				material.needsUpdate = true;
1652

1653
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1654

1655
				material.needsUpdate = true;
1656

1657
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1658
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1659
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1660 1661 1662

				material.needsUpdate = true;

1663
			}
1664 1665 1666 1667

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1668

1669
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1670 1671 1672 1673
			material.needsUpdate = false;

		}

1674
		var refreshProgram = false;
M
Mr.doob 已提交
1675
		var refreshMaterial = false;
1676
		var refreshLights = false;
M
Mr.doob 已提交
1677

1678
		var program = materialProperties.program,
1679
			p_uniforms = program.getUniforms(),
1680
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1681

1682
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1683

1684
			refreshProgram = true;
M
Mr.doob 已提交
1685
			refreshMaterial = true;
1686
			refreshLights = true;
M
Mr.doob 已提交
1687 1688 1689 1690 1691 1692

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1693

M
Mr.doob 已提交
1694 1695 1696 1697
			refreshMaterial = true;

		}

1698
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1699

M
Mr.doob 已提交
1700
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1701

G
gero3 已提交
1702
			if ( capabilities.logarithmicDepthBuffer ) {
1703

T
tschw 已提交
1704
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1705
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1706 1707 1708

			}

1709
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1710

1711
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1712

1713
				_currentCamera = ( _currentArrayCamera || camera );
1714 1715 1716 1717 1718 1719

				// 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
1720
				refreshLights = true;		// remains set until update done
1721 1722

			}
M
Mr.doob 已提交
1723

1724 1725 1726
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1727
			if ( material.isShaderMaterial ||
1728 1729 1730
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1731

T
tschw 已提交
1732 1733 1734
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1735

T
tschw 已提交
1736
					uCamPos.setValue( _gl,
1737
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1738 1739 1740 1741 1742

				}

			}

1743
			if ( material.isMeshPhongMaterial ||
1744 1745 1746 1747
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1748
				material.skinning ) {
1749

T
tschw 已提交
1750
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1751 1752 1753

			}

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1754 1755 1756 1757 1758 1759
		}

		// 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

1760
		if ( material.skinning ) {
M
Mr.doob 已提交
1761

T
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1762 1763
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1764

T
tschw 已提交
1765
			var skeleton = object.skeleton;
1766

T
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1767
			if ( skeleton ) {
1768

1769 1770
				var bones = skeleton.bones;

1771
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1772

1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

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1798 1799
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
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1800

T
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1801
				} else {
M
Mr.doob 已提交
1802

T
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1803
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1804 1805 1806 1807 1808 1809 1810 1811 1812

				}

			}

		}

		if ( refreshMaterial ) {

1813 1814 1815
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1816
			if ( material.lights ) {
M
Mr.doob 已提交
1817

1818
				// the current material requires lighting info
M
Mr.doob 已提交
1819

T
tschw 已提交
1820 1821 1822 1823 1824 1825
				// 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
1826

T
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1827
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1828

T
tschw 已提交
1829
			}
G
gero3 已提交
1830

T
tschw 已提交
1831
			// refresh uniforms common to several materials
G
gero3 已提交
1832

T
tschw 已提交
1833
			if ( fog && material.fog ) {
G
gero3 已提交
1834

T
tschw 已提交
1835
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1836 1837 1838

			}

1839
			if ( material.isMeshBasicMaterial ||
1840 1841 1842
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1843
				material.isMeshNormalMaterial ||
1844
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1845 1846 1847 1848 1849 1850 1851

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1852
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1853 1854 1855

				refreshUniformsLine( m_uniforms, material );

1856
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1857 1858 1859 1860

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

1861
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1862

M
Mr.doob 已提交
1863
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1864

1865
			} else if ( material.isMeshLambertMaterial ) {
1866 1867 1868

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1869 1870 1871 1872
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1873 1874 1875 1876
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1877
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1878 1879 1880

				refreshUniformsPhysical( m_uniforms, material );

1881
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1882

1883
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1884

1885
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1886

1887 1888 1889 1890 1891 1892 1893 1894
				if ( material.displacementMap ) {

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

				}

1895
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1896

1897
				refreshUniformsNormal( m_uniforms, material );
M
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1898 1899 1900

			}

M
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1901 1902 1903 1904 1905 1906
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
Rich Harris 已提交
1907
			WebGLUniforms.upload(
1908
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1909 1910 1911

		}

M
Mr.doob 已提交
1912

T
tschw 已提交
1913
		// common matrices
M
Mr.doob 已提交
1914

M
Mr.doob 已提交
1915 1916
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1917
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1918

T
tschw 已提交
1919
		return program;
A
arose 已提交
1920 1921 1922

	}

M
Mr.doob 已提交
1923 1924
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1925
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1926 1927 1928

		uniforms.opacity.value = material.opacity;

1929
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1930

1931
		if ( material.emissive ) {
M
Mr.doob 已提交
1932

1933
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1934 1935 1936

		}

1937 1938 1939
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1940

1941 1942 1943 1944 1945 1946 1947
		if ( material.lightMap ) {

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

		}

1948
		if ( material.aoMap ) {
1949

1950 1951
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1952 1953 1954

		}

M
Mr.doob 已提交
1955
		// uv repeat and offset setting priorities
M
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1956 1957 1958 1959 1960
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1961
		// 6. emissive map
M
Mr.doob 已提交
1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1973 1974 1975 1976
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1977 1978 1979 1980 1981 1982 1983 1984
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1985 1986 1987 1988 1989 1990 1991 1992
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1993 1994 1995 1996
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1997 1998 1999 2000
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2001 2002 2003 2004
		}

		if ( uvScaleMap !== undefined ) {

2005
			// backwards compatibility
2006
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2007 2008 2009 2010 2011

				uvScaleMap = uvScaleMap.texture;

			}

M
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2012 2013 2014 2015 2016 2017 2018 2019
			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;
2020 2021 2022 2023 2024

		// 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
2025
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2026

2027
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2028 2029
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2030
	}
M
Mr.doob 已提交
2031

M
Mr.doob 已提交
2032
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2033 2034 2035 2036

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

M
Mr.doob 已提交
2037
	}
M
Mr.doob 已提交
2038

M
Mr.doob 已提交
2039
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2040 2041 2042 2043 2044

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

M
Mr.doob 已提交
2045
	}
M
Mr.doob 已提交
2046

M
Mr.doob 已提交
2047
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2048

2049
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2050
		uniforms.opacity.value = material.opacity;
2051
		uniforms.size.value = material.size * _pixelRatio;
2052
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2053 2054 2055

		uniforms.map.value = material.map;

2056 2057 2058 2059 2060 2061 2062 2063 2064
		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
2065
	}
M
Mr.doob 已提交
2066

M
Mr.doob 已提交
2067
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2068 2069 2070

		uniforms.fogColor.value = fog.color;

2071
		if ( fog.isFog ) {
M
Mr.doob 已提交
2072 2073 2074 2075

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

2076
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2077 2078 2079 2080 2081

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2082
	}
M
Mr.doob 已提交
2083

M
Mr.doob 已提交
2084
	function refreshUniformsLambert( uniforms, material ) {
2085 2086 2087 2088 2089 2090 2091 2092 2093

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2094
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2095

2096
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2097
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2098

2099
		if ( material.emissiveMap ) {
2100

2101
			uniforms.emissiveMap.value = material.emissiveMap;
2102

2103
		}
M
Mr.doob 已提交
2104

2105 2106 2107 2108
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2109

2110
		}
M
Mr.doob 已提交
2111

2112 2113 2114 2115 2116 2117
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2118

2119 2120 2121 2122 2123
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2124

2125
		}
2126

T
Takahiro 已提交
2127 2128 2129 2130 2131 2132
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2133
		if ( material.gradientMap ) {
T
Takahiro 已提交
2134

T
Takahiro 已提交
2135
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2136 2137 2138

		}

2139 2140
	}

M
Mr.doob 已提交
2141
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194

		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
2195
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2196

2197 2198 2199
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2200 2201 2202 2203
		refreshUniformsStandard( uniforms, material );

	}

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
	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;

		}

	}

2230 2231
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2232
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2233

M
Mr.doob 已提交
2234
		uniforms.ambientLightColor.needsUpdate = value;
2235

B
Ben Houston 已提交
2236 2237 2238
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2239
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2240
		uniforms.hemisphereLights.needsUpdate = value;
2241

M
Mr.doob 已提交
2242
	}
2243

T
tschw 已提交
2244
	// Lighting
M
Mr.doob 已提交
2245

M
Mr.doob 已提交
2246
	function setupShadows( lights ) {
2247 2248 2249 2250 2251 2252 2253 2254 2255

		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
2256 2257
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2258 2259 2260 2261 2262 2263 2264 2265 2266

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2267
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2268

M
Mr.doob 已提交
2269
		var l, ll, light, shadow,
2270 2271 2272 2273 2274
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
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2275

2276
			viewMatrix = camera.matrixWorldInverse,
M
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2277

M
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2278 2279 2280 2281 2282
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2283 2284 2285 2286 2287 2288 2289 2290 2291

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

			light = lights[ l ];

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

2292
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2293

2294
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2295

2296 2297 2298
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2299

2300
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2301

M
Mr.doob 已提交
2302
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2303

2304
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2305
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2306
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2307 2308 2309
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2310
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2311

2312
				if ( light.castShadow ) {
M
Mr.doob 已提交
2313

M
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2314 2315 2316 2317 2318
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2319

2320 2321
				}

2322
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2323
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2324 2325 2326
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2327

2328
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2329

M
Mr.doob 已提交
2330
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2331 2332 2333

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2334

M
Mr.doob 已提交
2335 2336 2337 2338 2339 2340 2341 2342
				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 );

2343 2344
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2345
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2346

2347
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2348

2349 2350
				if ( light.castShadow ) {

M
Mr.doob 已提交
2351 2352 2353 2354 2355
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2356

2357 2358
				}

2359
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2360
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2361 2362 2363
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2364

2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394
			} 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
2395 2396 2397
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2398

2399
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2400

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

M
Mr.doob 已提交
2403 2404
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2405

M
Mr.doob 已提交
2406 2407
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2408 2409
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2410
				uniforms.shadow = light.castShadow;
2411

M
Mr.doob 已提交
2412
				if ( light.castShadow ) {
2413

M
Mr.doob 已提交
2414 2415 2416 2417 2418
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2419 2420

				}
2421

2422
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2423
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2424 2425 2426
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2427

2428
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2429

M
Mr.doob 已提交
2430
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2431 2432 2433 2434

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2435

M
Mr.doob 已提交
2436 2437
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2438

M
Mr.doob 已提交
2439 2440 2441
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2442 2443 2444 2445 2446

			}

		}

M
Mr.doob 已提交
2447 2448 2449
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2450

M
Mr.doob 已提交
2451 2452
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2453
		_lights.rectArea.length = rectAreaLength;
2454
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2455
		_lights.hemi.length = hemiLength;
2456

2457 2458
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2459

M
Mr.doob 已提交
2460
	}
M
Mr.doob 已提交
2461 2462 2463 2464 2465

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2466
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2467
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2468 2469 2470 2471 2472

	};

	// Textures

T
tschw 已提交
2473 2474 2475 2476 2477 2478
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2479
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2480 2481 2482 2483 2484 2485 2486 2487 2488

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2489
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2490

2491
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2492
	this.setTexture2D = ( function () {
T
tschw 已提交
2493

2494
		var warned = false;
T
tschw 已提交
2495

2496
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2497
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2498

T
Takahiro 已提交
2499
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2500

2501
				if ( ! warned ) {
T
tschw 已提交
2502

2503 2504
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2505

2506
				}
T
tschw 已提交
2507

2508
				texture = texture.texture;
T
tschw 已提交
2509

2510
			}
T
tschw 已提交
2511

2512
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2513

2514
		};
T
tschw 已提交
2515

2516
	}() );
T
tschw 已提交
2517

M
Mr.doob 已提交
2518
	this.setTexture = ( function () {
2519 2520 2521

		var warned = false;

W
WestLangley 已提交
2522
		return function setTexture( texture, slot ) {
2523 2524 2525 2526 2527 2528 2529 2530

			if ( ! warned ) {

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

			}

2531
			textures.setTexture2D( texture, slot );
2532 2533 2534 2535 2536

		};

	}() );

M
Mr.doob 已提交
2537
	this.setTextureCube = ( function () {
2538 2539 2540

		var warned = false;

W
WestLangley 已提交
2541
		return function setTextureCube( texture, slot ) {
2542 2543

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2544
			if ( texture && texture.isWebGLRenderTargetCube ) {
2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558

				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
2559
			if ( ( texture && texture.isCubeTexture ) ||
2560
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2561 2562 2563 2564

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2565
				textures.setTextureCube( texture, slot );
2566 2567 2568 2569 2570

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2571
				textures.setTextureCubeDynamic( texture, slot );
2572 2573 2574 2575 2576 2577

			}

		};

	}() );
T
tschw 已提交
2578

2579
	this.getRenderTarget = function () {
2580 2581 2582

		return _currentRenderTarget;

M
Michael Herzog 已提交
2583
	};
2584

2585
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2586

2587 2588
		_currentRenderTarget = renderTarget;

2589
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2590

2591
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2592 2593 2594

		}

T
Takahiro 已提交
2595
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2596
		var framebuffer;
M
Mr.doob 已提交
2597 2598 2599

		if ( renderTarget ) {

2600
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2601

M
Mr.doob 已提交
2602 2603
			if ( isCube ) {

2604
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2605 2606 2607

			} else {

2608
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2609 2610 2611

			}

2612 2613
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2614

2615
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2616 2617 2618 2619 2620

		} else {

			framebuffer = null;

2621
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2622
			_currentScissorTest = _scissorTest;
2623

2624
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2625 2626 2627

		}

M
Mr.doob 已提交
2628
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2629 2630 2631 2632 2633 2634

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

		}

2635 2636
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2637

0
06wj 已提交
2638
		state.viewport( _currentViewport );
2639

M
Mr.doob 已提交
2640 2641 2642
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2643
			_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
2644 2645 2646

		}

M
Mr.doob 已提交
2647 2648
	};

M
Mr.doob 已提交
2649
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2650

0
06wj 已提交
2651
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2652

2653
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2654
			return;
2655

G
gero3 已提交
2656
		}
2657

M
Mr.doob 已提交
2658
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2659

M
Mr.doob 已提交
2660
		if ( framebuffer ) {
2661

G
gero3 已提交
2662
			var restore = false;
2663

M
Mr.doob 已提交
2664
			if ( framebuffer !== _currentFramebuffer ) {
2665

M
Mr.doob 已提交
2666
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2667

G
gero3 已提交
2668
				restore = true;
2669

G
gero3 已提交
2670
			}
2671

M
Mr.doob 已提交
2672
			try {
2673

M
Mr.doob 已提交
2674
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2675 2676
				var textureFormat = texture.format;
				var textureType = texture.type;
2677

M
Mr.doob 已提交
2678
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2679

M
Mr.doob 已提交
2680 2681
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2682

M
Mr.doob 已提交
2683
				}
2684

M
Mr.doob 已提交
2685
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2686 2687
					! ( 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' ) ) ) {
2688

M
Mr.doob 已提交
2689 2690
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2691

M
Mr.doob 已提交
2692
				}
2693

M
Mr.doob 已提交
2694
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2695

2696 2697
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2698
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2699

M
Mr.doob 已提交
2700
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2701 2702

					}
2703

M
Mr.doob 已提交
2704
				} else {
M
Mr.doob 已提交
2705

M
Mr.doob 已提交
2706 2707 2708
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2709

M
Mr.doob 已提交
2710
			} finally {
M
Mr.doob 已提交
2711

M
Mr.doob 已提交
2712 2713 2714
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2715

M
Mr.doob 已提交
2716 2717 2718
				}

			}
M
Mr.doob 已提交
2719 2720 2721

		}

M
Mr.doob 已提交
2722 2723
	};

M
Mr.doob 已提交
2724 2725
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2726
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2727

2728 2729
		var extension;

R
Rich Harris 已提交
2730 2731 2732
		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
2733

R
Rich Harris 已提交
2734 2735 2736
		if ( p === NearestFilter ) return _gl.NEAREST;
		if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
M
Mr.doob 已提交
2737

R
Rich Harris 已提交
2738 2739 2740
		if ( p === LinearFilter ) return _gl.LINEAR;
		if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
M
Mr.doob 已提交
2741

R
Rich Harris 已提交
2742 2743 2744 2745
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
M
Mr.doob 已提交
2746

R
Rich Harris 已提交
2747 2748 2749 2750 2751 2752
		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
M
Mr.doob 已提交
2753

2754
		if ( p === HalfFloatType ) {
2755

2756
			extension = extensions.get( 'OES_texture_half_float' );
2757

2758
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2759 2760 2761

		}

R
Rich Harris 已提交
2762 2763 2764 2765 2766 2767
		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;
2768
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2769

R
Rich Harris 已提交
2770 2771 2772
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2773

R
Rich Harris 已提交
2774 2775 2776 2777 2778 2779 2780 2781
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2782

R
Rich Harris 已提交
2783 2784 2785
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2786

2787 2788
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
M
Mr.doob 已提交
2789

2790
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2791

2792 2793 2794 2795 2796 2797 2798 2799
			if ( extension !== null ) {

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

			}
M
Mr.doob 已提交
2800 2801 2802

		}

2803
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2804
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2805

2806
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
P
Pierre Lepers 已提交
2807

2808 2809 2810 2811 2812 2813 2814 2815
			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;

			}
P
Pierre Lepers 已提交
2816 2817 2818

		}

2819
		if ( p === RGB_ETC1_Format ) {
2820

2821
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2822

2823
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2824 2825 2826

		}

2827 2828 2829
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2830

2831
			if ( extension !== null ) {
2832

2833 2834 2835 2836
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2837 2838 2839

		}

2840
		if ( p === UnsignedInt248Type ) {
2841

2842
			extension = extensions.get( 'WEBGL_depth_texture' );
2843

2844
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2845 2846 2847

		}

M
Mr.doob 已提交
2848 2849
		return 0;

M
Mr.doob 已提交
2850
	}
M
Mr.doob 已提交
2851

M
Mr.doob 已提交
2852
}
R
Rich Harris 已提交
2853

T
Tristan VALCKE 已提交
2854

2855
export { WebGLRenderer };