WebGLRenderer.js 81.4 KB
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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/
 */

THREE.WebGLRenderer = function ( parameters ) {

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

	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
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	_context = parameters.context !== undefined ? parameters.context : null,
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	_width = _canvas.width,
	_height = _canvas.height,
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	pixelRatio = 1,

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	_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
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	_depth = parameters.depth !== undefined ? parameters.depth : true,
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	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,

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	_clearColor = new THREE.Color( 0x000000 ),
	_clearAlpha = 0;
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	var lights = [];
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	var opaqueObjects = [];
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	var opaqueObjectsLastIndex = - 1;
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	var transparentObjects = [];
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	var transparentObjectsLastIndex = - 1;
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	var morphInfluences = new Float32Array( 8 );

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

	// physically based shading

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

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// internal properties

	var _this = this,

	// internal state cache

	_currentProgram = null,
	_currentFramebuffer = null,
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	_currentMaterialId = - 1,
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	_currentGeometryProgram = '',
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	_currentCamera = null,

	_usedTextureUnits = 0,

	_viewportX = 0,
	_viewportY = 0,
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	_viewportWidth = _canvas.width,
	_viewportHeight = _canvas.height,
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	_currentWidth = 0,
	_currentHeight = 0,

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_lights = {

		ambient: [ 0, 0, 0 ],
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		directional: [],
		point: [],
		spot: [],
		hemi: []
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	},

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	_lightsNeedUpdate = true,

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	// info

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	_infoMemory = {
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		geometries: 0,
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		textures: 0
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	},

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	_infoRender = {
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		calls: 0,
		vertices: 0,
		faces: 0,
		points: 0

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	};

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	this.info = {
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		render: _infoRender,
		memory: _infoMemory,
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

		_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );

		if ( _gl === null ) {

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			if ( _canvas.getContext( 'webgl' ) !== null ) {
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				throw 'Error creating WebGL context with your selected attributes.';

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
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	} catch ( error ) {

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		console.error( 'THREE.WebGLRenderer: ' + error );
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	}

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	var extensions = new THREE.WebGLExtensions( _gl );

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	extensions.get( 'OES_texture_float' );
	extensions.get( 'OES_texture_float_linear' );
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	extensions.get( 'OES_texture_half_float' );
	extensions.get( 'OES_texture_half_float_linear' );
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	extensions.get( 'OES_standard_derivatives' );
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	extensions.get( 'ANGLE_instanced_arrays' );
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	if ( extensions.get( 'OES_element_index_uint' ) ) {

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		THREE.BufferGeometry.MaxIndex = 4294967296;
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	}

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	var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
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	var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
	var properties = new THREE.WebGLProperties();
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	var materialsCache = new THREE.WebGLMaterials();
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	var objects = new THREE.WebGLObjects( _gl, properties, this.info );
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	var programCache = new THREE.WebGLPrograms( this, capabilities );
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	this.info.programs = programCache.programs;

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

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	function glClearColor( r, g, b, a ) {
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		if ( _premultipliedAlpha === true ) {

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			r *= a; g *= a; b *= a;
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		}

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		_gl.clearColor( r, g, b, a );

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	}
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	function setDefaultGLState() {
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		state.init();
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	}
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	function resetGLState() {
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		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

		_lightsNeedUpdate = true;

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		state.reset();

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	}
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	setDefaultGLState();

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

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	var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
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	this.shadowMap = shadowMap;
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	// Plugins

	var spritePlugin = new THREE.SpritePlugin( this, sprites );
	var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );

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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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	this.getMaxAnisotropy = ( function () {
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		var value;
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		return function getMaxAnisotropy() {
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			if ( value !== undefined ) return value;
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			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
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			if ( extension !== null ) {
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				value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
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			} else {

				value = 0;

			}
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			return value;

		}

	} )();
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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 () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

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		if ( value !== undefined ) pixelRatio = value;
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	};

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	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

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

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

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

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		_viewportX = x * pixelRatio;
		_viewportY = y * pixelRatio;
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		_viewportWidth = width * pixelRatio;
		_viewportHeight = height * pixelRatio;
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

	};

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	this.getViewport = function ( dimensions ) {

		dimensions.x = _viewportX / pixelRatio;
		dimensions.y = _viewportY / pixelRatio;

		dimensions.z = _viewportWidth / pixelRatio;
		dimensions.w = _viewportHeight / pixelRatio;

	};

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

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		_gl.scissor(
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			x * pixelRatio,
			y * pixelRatio,
			width * pixelRatio,
			height * pixelRatio
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		);
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	};

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	this.enableScissorTest = function ( boolean ) {
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		state.setScissorTest( boolean );
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	};

	// Clearing

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

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

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

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	this.setClearAlpha = function ( alpha ) {
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		_clearAlpha = alpha;
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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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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 () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );
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	};

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function() {

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

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

	};

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	function onTextureDispose( event ) {
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		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

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		_infoMemory.textures --;
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	}
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	function onRenderTargetDispose( event ) {
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		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

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		_infoMemory.textures --;
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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 deallocateTexture( texture ) {
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		var textureProperties = properties.get( texture );
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		if ( texture.image && textureProperties.__image__webglTextureCube ) {
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			// cube texture

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			_gl.deleteTexture( textureProperties.__image__webglTextureCube );
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		} else {

			// 2D texture

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			if ( textureProperties.__webglInit === undefined ) return;
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			_gl.deleteTexture( textureProperties.__webglTexture );
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		}

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		// remove all webgl properties
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		properties.delete( texture );
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	}
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	function deallocateRenderTarget( renderTarget ) {
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		var renderTargetProperties = properties.get( renderTarget );
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		var textureProperties = properties.get( renderTarget.texture );
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		if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
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		_gl.deleteTexture( textureProperties.__webglTexture );
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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			for ( var i = 0; i < 6; i ++ ) {

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				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
				_gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
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			}

		} else {

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			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			_gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
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		}

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		properties.delete( renderTarget.texture );
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		properties.delete( renderTarget );
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	}
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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

		properties.delete( material );

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

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

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	}
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	// Buffer rendering

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

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

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

		if ( object.hasNormals ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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			if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshPhysicalMaterial' && material.shading === THREE.FlatShading ) {
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				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
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					var array = object.normalArray;
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					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;
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					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
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					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
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					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
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				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( attributes.normal );
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			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
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		}

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

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
677

678
			state.enableAttribute( attributes.uv );
679

680
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
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681 682 683 684 685

		}

		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {

686
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
687
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
688

689
			state.enableAttribute( attributes.color );
690

691
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
692 693 694

		}

695
		state.disableUnusedAttributes();
696

M
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697 698 699 700 701 702
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

703 704
	this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object, group ) {

M
Mr.doob 已提交
705 706 707 708
		setMaterial( material );

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

M
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709 710
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
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711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

			var activeInfluences = [];

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

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

			}

			activeInfluences.sort( numericalSort );

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

742 743
			var morphAttributes = geometry.morphAttributes;

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744 745 746 747 748 749 750
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

751
					var index = influence[ 1 ];
M
Mr.doob 已提交
752

753 754
					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
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755 756 757

				} else {

758 759
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
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760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776

				}

			}

			var uniforms = program.getUniforms();

			if ( uniforms.morphTargetInfluences !== null ) {

				_gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );

			}

			updateBuffers = true;

		}

M
Mr.doob 已提交
777 778
		//

779
		var index = geometry.index;
780 781
		var position = geometry.attributes.position;

782 783
		if ( material.wireframe === true ) {

784
			index = objects.getWireframeAttribute( geometry );
785 786 787

		}

788 789
		var renderer;

790
		if ( index !== null ) {
791

792 793
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
794

795
		} else {
796

797
			renderer = bufferRenderer;
798

799
		}
M
Mr.doob 已提交
800

801
		if ( updateBuffers ) {
M
Mr.doob 已提交
802

803
			setupVertexAttributes( material, program, geometry );
M
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804

805
			if ( index !== null ) {
806

807
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
808 809 810

			}

811
		}
812

M
Mr.doob 已提交
813
		//
814

M
Mr.doob 已提交
815 816
		var dataStart = 0;
		var dataCount = Infinity;
817

M
Mr.doob 已提交
818
		if ( index !== null ) {
819

M
Mr.doob 已提交
820
			dataCount = index.count
821

M
Mr.doob 已提交
822
		} else if ( position !== undefined ) {
823

M
Mr.doob 已提交
824
			dataCount = position.count;
825

M
Mr.doob 已提交
826
		}
827

M
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828 829
		var rangeStart = geometry.drawRange.start;
		var rangeCount = geometry.drawRange.count;
830

M
Mr.doob 已提交
831 832
		var groupStart = group !== null ? group.start : 0;
		var groupCount = group !== null ? group.count : Infinity;
833

M
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834 835 836 837 838 839
		var drawStart = Math.max( dataStart, rangeStart, groupStart );
		var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;

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

		//
840

841
		if ( object instanceof THREE.Mesh ) {
842

843
			if ( material.wireframe === true ) {
844

845 846
				state.setLineWidth( material.wireframeLinewidth * pixelRatio );
				renderer.setMode( _gl.LINES );
847

848
			} else {
849

850
				renderer.setMode( _gl.TRIANGLES );
851

852
			}
853

854
			if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
855

856
				renderer.renderInstances( geometry );
857

858
			} else {
859

M
Mr.doob 已提交
860
				renderer.render( drawStart, drawCount );
861

862
			}
863

864
		} else if ( object instanceof THREE.Line ) {
865

866
			var lineWidth = material.linewidth;
867

868
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
869

870
			state.setLineWidth( lineWidth * pixelRatio );
871

872
			if ( object instanceof THREE.LineSegments ) {
873

874
				renderer.setMode( _gl.LINES );
875

876
			} else {
877

878
				renderer.setMode( _gl.LINE_STRIP );
879 880

			}
M
Mr.doob 已提交
881

M
Mr.doob 已提交
882
			renderer.render( drawStart, drawCount );
883

884
		} else if ( object instanceof THREE.Points ) {
885 886

			renderer.setMode( _gl.POINTS );
M
Mr.doob 已提交
887
			renderer.render( drawStart, drawCount );
888

M
Mr.doob 已提交
889 890 891 892
		}

	};

893
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
894

M
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895
		var extension;
B
Ben Adams 已提交
896

M
Mr.doob 已提交
897
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
B
Ben Adams 已提交
898

M
Mr.doob 已提交
899
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
900

M
Mr.doob 已提交
901
			if ( extension === null ) {
B
Ben Adams 已提交
902

903
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
904
				return;
B
Ben Adams 已提交
905

M
Mr.doob 已提交
906 907 908
			}

		}
B
Ben Adams 已提交
909

910 911
		if ( startIndex === undefined ) startIndex = 0;

912 913
		state.initAttributes();

914
		var geometryAttributes = geometry.attributes;
915

916
		var programAttributes = program.getAttributes();
917

918
		var materialDefaultAttributeValues = material.defaultAttributeValues;
919

920
		for ( var name in programAttributes ) {
921

922
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
923

M
Mr.doob 已提交
924
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
925

926
				var geometryAttribute = geometryAttributes[ name ];
927

M
Mr.doob 已提交
928
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
929

930
					var size = geometryAttribute.itemSize;
G
gero3 已提交
931
					var buffer = objects.getAttributeBuffer( geometryAttribute );
932

B
Ben Adams 已提交
933
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
934

M
Mr.doob 已提交
935 936 937 938 939
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
M
Mr.doob 已提交
940

M
Mr.doob 已提交
941
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
942

M
Mr.doob 已提交
943
							if ( geometry.maxInstancedCount === undefined ) {
944

D
dubejf 已提交
945
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
946

M
Mr.doob 已提交
947
							}
B
Ben Adams 已提交
948

M
Mr.doob 已提交
949
						} else {
B
Ben Adams 已提交
950

M
Mr.doob 已提交
951
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
952

M
Mr.doob 已提交
953
						}
B
Ben Adams 已提交
954

M
Mr.doob 已提交
955 956
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
B
Ben Adams 已提交
957

M
Mr.doob 已提交
958
					} else {
B
Ben Adams 已提交
959

M
Mr.doob 已提交
960
						if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
B
Ben Adams 已提交
961

M
Mr.doob 已提交
962
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
963

M
Mr.doob 已提交
964
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
965

D
dubejf 已提交
966
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
967

M
Mr.doob 已提交
968
							}
B
Ben Adams 已提交
969

M
Mr.doob 已提交
970 971 972 973
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
976 977 978
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32

B
Ben Adams 已提交
979
					}
M
Mr.doob 已提交
980

981 982
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
983
					var value = materialDefaultAttributeValues[ name ];
984

985
					if ( value !== undefined ) {
M
Mr.doob 已提交
986

987
						switch ( value.length ) {
M
Mr.doob 已提交
988

989 990 991
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
992

993 994 995
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
996

997 998 999
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1000

1001 1002
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1003 1004

						}
M
Mr.doob 已提交
1005 1006 1007 1008 1009 1010 1011 1012

					}

				}

			}

		}
1013

1014
		state.disableUnusedAttributes();
1015

M
Mr.doob 已提交
1016 1017
	}

M
Mr.doob 已提交
1018 1019
	// Sorting

1020 1021 1022 1023 1024 1025
	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

	}

M
Mr.doob 已提交
1026 1027
	function painterSortStable ( a, b ) {

U
unconed 已提交
1028
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1029

U
unconed 已提交
1030
			return a.object.renderOrder - b.object.renderOrder;
1031

M
Mr.doob 已提交
1032
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1033

M
Mr.doob 已提交
1034
			return a.material.id - b.material.id;
1035 1036

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1037

M
Mr.doob 已提交
1038
			return a.z - b.z;
M
Mr.doob 已提交
1039 1040 1041

		} else {

1042
			return a.id - b.id;
M
Mr.doob 已提交
1043 1044 1045

		}

1046
	}
M
Mr.doob 已提交
1047

1048 1049
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1050
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1051

U
unconed 已提交
1052
			return a.object.renderOrder - b.object.renderOrder;
1053 1054

		} if ( a.z !== b.z ) {
1055

M
Mr.doob 已提交
1056
			return b.z - a.z;
1057 1058 1059 1060 1061 1062 1063

		} else {

			return a.id - b.id;

		}

1064
	}
1065

M
Mr.doob 已提交
1066 1067 1068 1069 1070 1071
	// Rendering

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

		if ( camera instanceof THREE.Camera === false ) {

1072
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1073 1074 1075 1076
			return;

		}

M
Mr.doob 已提交
1077
		var fog = scene.fog;
M
Mr.doob 已提交
1078 1079 1080

		// reset caching for this frame

1081
		_currentGeometryProgram = '';
1082
		_currentMaterialId = - 1;
1083
		_currentCamera = null;
M
Mr.doob 已提交
1084 1085 1086 1087
		_lightsNeedUpdate = true;

		// update scene graph

1088
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1089 1090 1091

		// update camera matrices and frustum

1092
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1093 1094 1095 1096 1097 1098

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1099
		lights.length = 0;
1100

M
Mr.doob 已提交
1101 1102
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1103

M
Mr.doob 已提交
1104 1105 1106
		sprites.length = 0;
		lensFlares.length = 0;

1107
		projectObject( scene, camera );
M
Mr.doob 已提交
1108

1109 1110 1111
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1112
		if ( _this.sortObjects === true ) {
1113 1114 1115

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1116

1117 1118
		}

M
Mr.doob 已提交
1119
		//
M
Mr.doob 已提交
1120

M
Mr.doob 已提交
1121
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1122 1123 1124

		//

1125 1126 1127 1128
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1129 1130 1131 1132 1133 1134 1135 1136 1137

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

1138
		//
M
Mr.doob 已提交
1139 1140 1141

		if ( scene.overrideMaterial ) {

1142
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1143

1144 1145
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
1146

M
Mr.doob 已提交
1147 1148 1149 1150
		} else {

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

M
Mr.doob 已提交
1151
			state.setBlending( THREE.NoBlending );
1152
			renderObjects( opaqueObjects, camera, lights, fog );
M
Mr.doob 已提交
1153 1154 1155

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

1156
			renderObjects( transparentObjects, camera, lights, fog );
M
Mr.doob 已提交
1157 1158 1159 1160 1161

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1162 1163
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
Mr.doob 已提交
1164 1165 1166

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

M
Mr.doob 已提交
1167 1168 1169
		if ( renderTarget ) {

			var texture = renderTarget.texture;
M
Mr.doob 已提交
1170

M
Mr.doob 已提交
1171 1172 1173 1174 1175
			if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
					texture.minFilter !== THREE.NearestFilter &&
					texture.minFilter !== THREE.LinearFilter ) {

				updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1176 1177

			}
M
Mr.doob 已提交
1178 1179 1180 1181 1182

		}

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

M
Mr.doob 已提交
1183 1184
		state.setDepthTest( true );
		state.setDepthWrite( true );
1185
		state.setColorWrite( true );
M
Mr.doob 已提交
1186 1187 1188 1189

		// _gl.finish();

	};
M
Mr.doob 已提交
1190

M
Mr.doob 已提交
1191 1192
	function pushRenderItem( object, geometry, material, z, group ) {

1193
		var array, index;
M
Mr.doob 已提交
1194

1195
		// allocate the next position in the appropriate array
M
Mr.doob 已提交
1196 1197 1198

		if ( material.transparent ) {

1199 1200
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
Mr.doob 已提交
1201 1202 1203

		} else {

1204 1205 1206 1207 1208
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1209 1210
		// recycle existing render item or grow the array

1211 1212 1213 1214 1215 1216 1217 1218 1219 1220
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
Mr.doob 已提交
1221 1222 1223

		} else {

1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
Mr.doob 已提交
1235 1236 1237 1238 1239

		}

	}

1240
	function projectObject( object, camera ) {
M
Mr.doob 已提交
1241

M
Mr.doob 已提交
1242
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1243

1244
		if ( object.layers.test( camera.layers ) ) {
M
Mr.doob 已提交
1245

1246
			if ( object instanceof THREE.Light ) {
M
Mr.doob 已提交
1247

1248
				lights.push( object );
M
Mr.doob 已提交
1249

1250
			} else if ( object instanceof THREE.Sprite ) {
M
Mr.doob 已提交
1251

1252 1253 1254 1255 1256
				if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {

					sprites.push( object );

				}
M
Mr.doob 已提交
1257

1258
			} else if ( object instanceof THREE.LensFlare ) {
M
Mr.doob 已提交
1259

1260
				lensFlares.push( object );
M
Mr.doob 已提交
1261

1262
			} else if ( object instanceof THREE.ImmediateRenderObject ) {
M
Mr.doob 已提交
1263

1264
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1265

1266 1267
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1268

1269
				}
1270

1271
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
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1272

1273
			} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
M
Mr.doob 已提交
1274

1275
				if ( object instanceof THREE.SkinnedMesh ) {
M
Mr.doob 已提交
1276

1277
					object.skeleton.update();
1278

1279
				}
1280

1281
				if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
1282

1283
					var material = object.material;
1284

1285
					if ( material.visible === true ) {
M
Mr.doob 已提交
1286

1287
						if ( _this.sortObjects === true ) {
M
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1288

1289 1290 1291 1292
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
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1293

1294
						var geometry = objects.update( object );
M
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1295

1296
						if ( material instanceof THREE.MeshFaceMaterial ) {
1297

1298 1299
							var groups = geometry.groups;
							var materials = material.materials;
1300

1301
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1302

1303 1304
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1305

1306
								if ( groupMaterial.visible === true ) {
1307

1308 1309 1310
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1311

M
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1312
							}
M
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1313

1314
						} else {
M
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1315

1316
							pushRenderItem( object, geometry, material, _vector3.z, null );
1317

1318
						}
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1319

1320
					}
M
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1321

1322
				}
M
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1323

1324
			}
M
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1325

M
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1326
		}
M
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1327

M
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1328
		var children = object.children;
M
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1329

M
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1330 1331
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1332
			projectObject( children[ i ], camera );
M
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1333

1334
		}
1335

1336
	}
M
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1337

1338
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
M
Mr.doob 已提交
1339

M
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1340
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1341

1342
			var renderItem = renderList[ i ];
M
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1343

1344
			var object = renderItem.object;
M
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1345 1346 1347
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
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1348

1349 1350
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
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1351

M
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1352
			if ( object instanceof THREE.ImmediateRenderObject ) {
M
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1353

M
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1354
				setMaterial( material );
M
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1355

M
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1356
				var program = setProgram( camera, lights, fog, material, object );
M
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1357

M
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1358
				_currentGeometryProgram = '';
M
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1359

M
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1360
				object.render( function ( object ) {
M
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1361

M
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1362
					_this.renderBufferImmediate( object, program, material );
M
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1363

M
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1364
				} );
1365

M
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1366
			} else {
M
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1367

M
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1368
				_this.renderBufferDirect( camera, lights, fog, geometry, material, object, group );
M
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1369

M
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1370
			}
M
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1371

1372
		}
M
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1373

1374
	}
G
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1375

1376
	function initMaterial( material, lights, fog, object ) {
M
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1377

M
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1378
		var materialProperties = materialsCache.get( material );
G
gero3 已提交
1379 1380

		var parameters = programCache.getParameters( material, lights, fog, object );
G
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1381
		var code = programCache.getProgramCode( material, parameters );
G
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1382

1383
		var program = materialProperties.program;
T
tschw 已提交
1384
		var programChange = true;
1385

1386
		if ( program === undefined ) {
B
Ben Adams 已提交
1387

M
Mr.doob 已提交
1388 1389
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
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1390

1391
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1392

M
Mr.doob 已提交
1393
			// changed glsl or parameters
1394
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1395

G
gero3 已提交
1396
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1397

T
tschw 已提交
1398
			// same glsl and uniform list
T
tschw 已提交
1399 1400
			return;

T
tschw 已提交
1401
		} else {
B
Ben Adams 已提交
1402

T
tschw 已提交
1403 1404
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1405 1406 1407

		}

1408
		if ( programChange ) {
B
Ben Adams 已提交
1409

1410
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1411

1412
				var shader = THREE.ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1413

1414 1415 1416 1417 1418 1419
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1420

1421
			} else {
B
Ben Adams 已提交
1422

1423 1424 1425 1426 1427 1428
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1429

1430
			}
G
gero3 已提交
1431

1432
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1433

1434
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1435

1436 1437
			materialProperties.program = program;
			material.program = program;
1438 1439 1440

		}

1441
		var attributes = program.getAttributes();
M
Mr.doob 已提交
1442 1443 1444 1445 1446

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1447
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1448

M
Mr.doob 已提交
1449
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

1463
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1464

M
Mr.doob 已提交
1465
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1466 1467 1468 1469 1470 1471 1472 1473 1474

					material.numSupportedMorphNormals ++;

				}

			}

		}

1475
		materialProperties.uniformsList = [];
M
Mr.doob 已提交
1476

1477 1478
		var uniforms = materialProperties.__webglShader.uniforms,
			uniformLocations = materialProperties.program.getUniforms();
M
Mr.doob 已提交
1479

1480
		for ( var u in uniforms ) {
M
Mr.doob 已提交
1481

1482
			var location = uniformLocations[ u ];
1483 1484

			if ( location ) {
G
gero3 已提交
1485

1486
				materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
G
gero3 已提交
1487

1488
			}
M
Mr.doob 已提交
1489 1490 1491

		}

1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506
		if ( material instanceof THREE.MeshPhongMaterial ||
				material instanceof THREE.MeshLambertMaterial ||
				material instanceof THREE.MeshPhysicalMaterial ||
				material.lights ) {

			// wire up the material to this renderer's lighting state

			uniforms.ambientLightColor.value = _lights.ambient;
			uniforms.directionalLights.value = _lights.directional;
			uniforms.pointLights.value = _lights.point;
			uniforms.spotLights.value = _lights.spot;
			uniforms.hemisphereLights.value = _lights.hemi;

		}

M
Mr.doob 已提交
1507
	}
M
Mr.doob 已提交
1508

1509 1510
	function setMaterial( material ) {

M
Mr.doob 已提交
1511 1512
		setMaterialFaces( material );

1513 1514
		if ( material.transparent === true ) {

M
Mr.doob 已提交
1515
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
1516

1517 1518 1519 1520
		} else {

			state.setBlending( THREE.NoBlending );

1521 1522
		}

B
Ben Adams 已提交
1523
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1524 1525
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1526
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1527
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1528 1529 1530

	}

M
Mr.doob 已提交
1531 1532
	function setMaterialFaces( material ) {

1533
		material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
1534 1535 1536 1537
		state.setFlipSided( material.side === THREE.BackSide );

	}

M
Mr.doob 已提交
1538 1539 1540 1541
	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

M
Mr.doob 已提交
1542
		var materialProperties = materialsCache.get( material );
1543

1544
		if ( material.needsUpdate || ! materialProperties.program ) {
M
Mr.doob 已提交
1545

1546
			initMaterial( material, lights, fog, object );
M
Mr.doob 已提交
1547 1548 1549 1550
			material.needsUpdate = false;

		}

1551
		var refreshProgram = false;
M
Mr.doob 已提交
1552
		var refreshMaterial = false;
1553
		var refreshLights = false;
M
Mr.doob 已提交
1554

1555
		var program = materialProperties.program,
1556
			p_uniforms = program.getUniforms(),
1557
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1558

1559
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1560

1561 1562
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1563

1564
			refreshProgram = true;
M
Mr.doob 已提交
1565
			refreshMaterial = true;
1566
			refreshLights = true;
M
Mr.doob 已提交
1567 1568 1569 1570 1571 1572

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1573

M
Mr.doob 已提交
1574 1575 1576 1577
			refreshMaterial = true;

		}

1578
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1579 1580 1581

			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

G
gero3 已提交
1582
			if ( capabilities.logarithmicDepthBuffer ) {
1583

1584
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1585 1586 1587 1588

			}


1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600
			if ( camera !== _currentCamera ) {

				_currentCamera = camera;

				// lighting uniforms depend on the camera so enforce an update
				// now, in case this material supports lights - or later, when
				// the next material that does gets activated:

				refreshMaterial = true;		// set to true on material change
				_lightsNeedUpdate = true;	// remains set until update done

			}
M
Mr.doob 已提交
1601

1602 1603 1604 1605 1606
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
1607
				 material instanceof THREE.MeshPhysicalMaterial ||
1608 1609
				 material.envMap ) {

1610
				if ( p_uniforms.cameraPosition !== undefined ) {
1611 1612 1613 1614 1615 1616 1617 1618 1619 1620

					_vector3.setFromMatrixPosition( camera.matrixWorld );
					_gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
1621
				 material instanceof THREE.MeshBasicMaterial ||
1622
				 material instanceof THREE.MeshPhysicalMaterial ||
1623 1624 1625
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

1626
				if ( p_uniforms.viewMatrix !== undefined ) {
1627 1628

					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
M
Mr.doob 已提交
1629

1630 1631 1632 1633
				}

			}

M
Mr.doob 已提交
1634 1635 1636 1637 1638 1639 1640 1641
		}

		// 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

		if ( material.skinning ) {

1642
			if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
1643 1644 1645 1646 1647

				_gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );

			}

1648
			if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
1649 1650 1651 1652 1653

				_gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );

			}

1654
			if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1655

1656
				if ( p_uniforms.boneTexture !== undefined ) {
M
Mr.doob 已提交
1657 1658 1659 1660

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
1661
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
M
Mr.doob 已提交
1662 1663 1664

				}

1665
				if ( p_uniforms.boneTextureWidth !== undefined ) {
1666

1667
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
1668 1669 1670

				}

1671
				if ( p_uniforms.boneTextureHeight !== undefined ) {
1672

1673
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
1674 1675 1676

				}

1677
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
M
Mr.doob 已提交
1678

1679
				if ( p_uniforms.boneGlobalMatrices !== undefined ) {
M
Mr.doob 已提交
1680

1681
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
M
Mr.doob 已提交
1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700

				}

			}

		}

		if ( refreshMaterial ) {

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				refreshUniformsFog( m_uniforms, fog );

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
1701
				 material instanceof THREE.MeshPhysicalMaterial ||
M
Mr.doob 已提交
1702 1703
				 material.lights ) {

1704
				// the current material requires lighting info
M
Mr.doob 已提交
1705

1706 1707 1708
				// if we haven't done so since the start of the frame, after a
				// reset or camera change, update the lighting uniforms values
				// of all materials (by reference)
G
gero3 已提交
1709

1710
				if ( _lightsNeedUpdate ) {
M
Mr.doob 已提交
1711

1712
					_lightsNeedUpdate = false;
G
gero3 已提交
1713

1714 1715
					setupLights( lights, camera );
					refreshLights = true;
G
gero3 已提交
1716

1717
				}
G
gero3 已提交
1718

1719 1720
				// use the current material's .needsUpdate flags to set
				// the GL state when required
G
gero3 已提交
1721

1722
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
M
Mr.doob 已提交
1723 1724 1725 1726 1727

			}

			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
W
WestLangley 已提交
1728
				 material instanceof THREE.MeshPhongMaterial ||
1729
				 material instanceof THREE.MeshPhysicalMaterial ) {
M
Mr.doob 已提交
1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

			if ( material instanceof THREE.LineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

			} else if ( material instanceof THREE.LineDashedMaterial ) {

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

1746
			} else if ( material instanceof THREE.PointsMaterial ) {
M
Mr.doob 已提交
1747

M
Mr.doob 已提交
1748
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1749 1750 1751 1752 1753

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1754
			} else if ( material instanceof THREE.MeshPhysicalMaterial ) {
W
WestLangley 已提交
1755 1756 1757

				refreshUniformsStandard( m_uniforms, material );

M
Mr.doob 已提交
1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769
			} else if ( material instanceof THREE.MeshDepthMaterial ) {

				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

M
Mr.doob 已提交
1770
			if ( shadowMap.enabled ) {
M
Mr.doob 已提交
1771

1772 1773 1774 1775 1776
				if ( object.receiveShadow && ! material._shadowPass ) {

					refreshUniformsShadow( m_uniforms, lights, camera );

				}
M
Mr.doob 已提交
1777 1778 1779 1780 1781

			}

			// load common uniforms

1782
			loadUniformsGeneric( materialProperties.uniformsList );
M
Mr.doob 已提交
1783 1784 1785 1786 1787

		}

		loadUniformsMatrices( p_uniforms, object );

1788
		if ( p_uniforms.modelMatrix !== undefined ) {
M
Mr.doob 已提交
1789 1790

			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
M
Mr.doob 已提交
1791

M
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1792 1793 1794 1795
		}

		return program;

M
Mr.doob 已提交
1796
	}
M
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1797 1798 1799 1800 1801 1802 1803

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

1804
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1805

1806
		if ( material.emissive ) {
M
Mr.doob 已提交
1807

1808
			uniforms.emissive.value = material.emissive;
M
Mr.doob 已提交
1809 1810 1811

		}

1812 1813 1814
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1815

1816
		if ( material.aoMap ) {
1817

1818 1819
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1820 1821 1822

		}

M
Mr.doob 已提交
1823
		// uv repeat and offset setting priorities
M
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1824 1825 1826 1827 1828
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1829
		// 6. emissive map
M
Mr.doob 已提交
1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1841 1842 1843 1844
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
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1845 1846 1847 1848 1849 1850 1851 1852
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1853 1854 1855 1856
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1857 1858 1859 1860
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
1861 1862 1863 1864
		}

		if ( uvScaleMap !== undefined ) {

M
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1865
			if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) uvScaleMap = uvScaleMap.texture;
M
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1866 1867 1868 1869 1870 1871 1872 1873
			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;
1874
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
M
Mr.doob 已提交
1875

1876
		uniforms.reflectivity.value = material.reflectivity;
M
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1877 1878
		uniforms.refractionRatio.value = material.refractionRatio;

M
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1879
	}
M
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1880 1881 1882 1883 1884 1885

	function refreshUniformsLine ( uniforms, material ) {

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

M
Mr.doob 已提交
1886
	}
M
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1887 1888 1889 1890 1891 1892 1893

	function refreshUniformsDash ( uniforms, material ) {

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

M
Mr.doob 已提交
1894
	}
M
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1895

M
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1896
	function refreshUniformsPoints ( uniforms, material ) {
M
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1897 1898 1899

		uniforms.psColor.value = material.color;
		uniforms.opacity.value = material.opacity;
1900
		uniforms.size.value = material.size * pixelRatio;
M
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1901 1902 1903 1904
		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.

		uniforms.map.value = material.map;

1905 1906 1907 1908 1909 1910 1911 1912 1913
		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
1914
	}
M
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1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

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

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
1931
	}
M
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1932 1933 1934

	function refreshUniformsPhong ( uniforms, material ) {

1935
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
1936
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
1937

1938 1939 1940 1941
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
1942

1943
		}
1944

1945
		if ( material.emissiveMap ) {
1946

1947
			uniforms.emissiveMap.value = material.emissiveMap;
1948

1949
		}
M
Mr.doob 已提交
1950

1951 1952 1953 1954
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
1955

1956
		}
M
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1957

1958 1959 1960 1961 1962 1963
		if ( material.normalMap ) {

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

		}
M
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1964

1965 1966 1967 1968 1969
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
1970

1971
		}
1972 1973 1974

	}

W
WestLangley 已提交
1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042
	function refreshUniformsStandard ( uniforms, material ) {

		uniforms.roughness.value = material.roughness;
		//uniforms.reflectivity.value = material.reflectivity; // part of uniforms common
		uniforms.metalness.value = material.metalness;

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.reflectivityMap ) {

			uniforms.reflectivityMap.value = material.reflectivityMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.lightMap ) {

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

		}

		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;

		}

	}

2043 2044
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2045
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
2046

M
Mr.doob 已提交
2047
		uniforms.ambientLightColor.needsUpdate = value;
2048

B
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2049 2050 2051 2052
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;
2053

M
Mr.doob 已提交
2054
	}
2055

M
Mr.doob 已提交
2056
	function refreshUniformsShadow ( uniforms, lights, camera ) {
M
Mr.doob 已提交
2057 2058 2059 2060 2061 2062 2063 2064 2065

		if ( uniforms.shadowMatrix ) {

			var j = 0;

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

				var light = lights[ i ];

M
Mr.doob 已提交
2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082
				if ( light.castShadow === true ) {

					if ( light instanceof THREE.PointLight || light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {

						var shadow = light.shadow;

						if ( light instanceof THREE.PointLight ) {

							// for point lights we set the shadow matrix to be a translation-only matrix
							// equal to inverse of the light's position
							_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
							shadow.matrix.identity().setPosition( _vector3 );

							// for point lights we set the sign of the shadowDarkness uniform to be negative
							uniforms.shadowDarkness.value[ j ] = - shadow.darkness;

						} else {
M
Mr.doob 已提交
2083

M
Mr.doob 已提交
2084
							uniforms.shadowDarkness.value[ j ] = shadow.darkness;
M
Mr.doob 已提交
2085

M
Mr.doob 已提交
2086
						}
M
Mr.doob 已提交
2087

M
Mr.doob 已提交
2088 2089 2090 2091
						uniforms.shadowMatrix.value[ j ] = shadow.matrix;
						uniforms.shadowMap.value[ j ] = shadow.map;
						uniforms.shadowMapSize.value[ j ] = shadow.mapSize;
						uniforms.shadowBias.value[ j ] = shadow.bias;
M
Mr.doob 已提交
2092

M
Mr.doob 已提交
2093
						j ++;
M
Mr.doob 已提交
2094

M
Mr.doob 已提交
2095
					}
M
Mr.doob 已提交
2096 2097 2098 2099 2100 2101 2102

				}

			}

		}

M
Mr.doob 已提交
2103
	}
M
Mr.doob 已提交
2104 2105 2106 2107 2108

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

2109
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
M
Mr.doob 已提交
2110 2111 2112

		if ( uniforms.normalMatrix ) {

2113
			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
M
Mr.doob 已提交
2114 2115 2116

		}

M
Mr.doob 已提交
2117
	}
M
Mr.doob 已提交
2118 2119 2120 2121 2122

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

G
gero3 已提交
2123
		if ( textureUnit >= capabilities.maxTextures ) {
M
Mr.doob 已提交
2124

G
gero3 已提交
2125
			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
M
Mr.doob 已提交
2126 2127 2128 2129 2130 2131 2132

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
Mr.doob 已提交
2133
	}
M
Mr.doob 已提交
2134

2135
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
2136

M
Mr.doob 已提交
2137
		var texture, textureUnit;
M
Mr.doob 已提交
2138

M
Mr.doob 已提交
2139 2140 2141
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2142

2143 2144
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2145

M
Mr.doob 已提交
2146 2147
			var type = uniform.type;
			var value = uniform.value;
2148
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2149

2150
			switch ( type ) {
M
Mr.doob 已提交
2151

2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205
				case '1i':
					_gl.uniform1i( location, value );
					break;

				case '1f':
					_gl.uniform1f( location, value );
					break;

				case '2f':
					_gl.uniform2f( location, value[ 0 ], value[ 1 ] );
					break;

				case '3f':
					_gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
					break;

				case '4f':
					_gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
					break;

				case '1iv':
					_gl.uniform1iv( location, value );
					break;

				case '3iv':
					_gl.uniform3iv( location, value );
					break;

				case '1fv':
					_gl.uniform1fv( location, value );
					break;

				case '2fv':
					_gl.uniform2fv( location, value );
					break;

				case '3fv':
					_gl.uniform3fv( location, value );
					break;

				case '4fv':
					_gl.uniform4fv( location, value );
					break;

				case 'Matrix3fv':
					_gl.uniformMatrix3fv( location, false, value );
					break;

				case 'Matrix4fv':
					_gl.uniformMatrix4fv( location, false, value );
					break;

				//

M
Mr.doob 已提交
2206
				case 'i':
M
Mr.doob 已提交
2207

2208 2209
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2210

2211
					break;
M
Mr.doob 已提交
2212

2213
				case 'f':
M
Mr.doob 已提交
2214

2215 2216
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
2217

2218
					break;
M
Mr.doob 已提交
2219

2220
				case 'v2':
M
Mr.doob 已提交
2221

2222 2223
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2224

2225
					break;
M
Mr.doob 已提交
2226

2227
				case 'v3':
M
Mr.doob 已提交
2228

2229 2230
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2231

2232
					break;
M
Mr.doob 已提交
2233

M
Mr.doob 已提交
2234
				case 'v4':
M
Mr.doob 已提交
2235

2236 2237
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
2238

2239
					break;
M
Mr.doob 已提交
2240

2241
				case 'c':
M
Mr.doob 已提交
2242

2243 2244
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2245

2246
					break;
M
Mr.doob 已提交
2247

2248 2249 2250
				case 's':

					// TODO: Optimize this.
B
Ben Houston 已提交
2251
					for( var propertyName in uniform.properties ) {
M
Mr.doob 已提交
2252

B
Ben Houston 已提交
2253 2254 2255
						var property = uniform.properties[ propertyName ];
						var locationProperty =  location[ propertyName ];
						var valueProperty = value[ propertyName ];
M
Mr.doob 已提交
2256

2257 2258
						switch( property.type ) {
							case 'f':
B
Ben Houston 已提交
2259
								_gl.uniform1f( locationProperty, valueProperty );
2260 2261
								break;
							case 'v2':
B
Ben Houston 已提交
2262
								_gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
2263 2264
								break;
							case 'v3':
B
Ben Houston 已提交
2265
								_gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
2266 2267
								break;
							case 'v4':
B
Ben Houston 已提交
2268
								_gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
2269 2270
								break;
							case 'c':
B
Ben Houston 已提交
2271
								_gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
2272 2273
								break;
						};
2274 2275 2276 2277 2278

					}

					break;

2279
				case 'sa':
2280

2281
					// TODO: Optimize this.
2282 2283
					for( var i = 0; i < value.length; i ++ ) {

B
Ben Houston 已提交
2284
						for( var propertyName in uniform.properties ) {
M
Mr.doob 已提交
2285

B
Ben Houston 已提交
2286 2287 2288
							var property = uniform.properties[ propertyName ];
							var locationProperty =  location[ i ][ propertyName ];
							var valueProperty = value[i][ propertyName ];
M
Mr.doob 已提交
2289

2290 2291
							switch( property.type ) {
								case 'f':
B
Ben Houston 已提交
2292
									_gl.uniform1f( locationProperty, valueProperty );
2293 2294
									break;
								case 'v2':
B
Ben Houston 已提交
2295
									_gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
2296 2297
									break;
								case 'v3':
B
Ben Houston 已提交
2298
									_gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
2299 2300
									break;
								case 'v4':
B
Ben Houston 已提交
2301
									_gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
2302 2303
									break;
								case 'c':
B
Ben Houston 已提交
2304
									_gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
2305 2306
									break;
							};
2307

2308
						}
2309 2310

					}
M
Mr.doob 已提交
2311

2312 2313
					break;

2314
				case 'iv1':
M
Mr.doob 已提交
2315

2316 2317
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2318

2319
					break;
M
Mr.doob 已提交
2320

2321
				case 'iv':
M
Mr.doob 已提交
2322

2323 2324
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2325

2326
					break;
M
Mr.doob 已提交
2327

2328
				case 'fv1':
M
Mr.doob 已提交
2329

2330 2331
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2332

2333
					break;
M
Mr.doob 已提交
2334

2335
				case 'fv':
M
Mr.doob 已提交
2336

2337 2338
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2339

2340
					break;
M
Mr.doob 已提交
2341

2342
				case 'v2v':
M
Mr.doob 已提交
2343

2344
					// array of THREE.Vector2
M
Mr.doob 已提交
2345

2346
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2347

2348
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2349

2350
					}
M
Mr.doob 已提交
2351

M
Mr.doob 已提交
2352
					for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
M
Mr.doob 已提交
2353

M
Mr.doob 已提交
2354 2355
						uniform._array[ i2 + 0 ] = value[ i ].x;
						uniform._array[ i2 + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2356

2357
					}
M
Mr.doob 已提交
2358

2359
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2360

2361
					break;
M
Mr.doob 已提交
2362

2363
				case 'v3v':
M
Mr.doob 已提交
2364

2365
					// array of THREE.Vector3
M
Mr.doob 已提交
2366

2367
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2368

2369
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2370

2371
					}
M
Mr.doob 已提交
2372

M
Mr.doob 已提交
2373
					for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
R
Ryan Tsao 已提交
2374

M
Mr.doob 已提交
2375 2376 2377
						uniform._array[ i3 + 0 ] = value[ i ].x;
						uniform._array[ i3 + 1 ] = value[ i ].y;
						uniform._array[ i3 + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2378

2379
					}
R
Ryan Tsao 已提交
2380

2381
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2382

2383
					break;
R
Ryan Tsao 已提交
2384

2385
				case 'v4v':
R
Ryan Tsao 已提交
2386

2387
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2388

2389
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2390

2391
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2392

2393
					}
M
Mr.doob 已提交
2394

M
Mr.doob 已提交
2395
					for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
M
Mr.doob 已提交
2396

M
Mr.doob 已提交
2397 2398 2399 2400
						uniform._array[ i4 + 0 ] = value[ i ].x;
						uniform._array[ i4 + 1 ] = value[ i ].y;
						uniform._array[ i4 + 2 ] = value[ i ].z;
						uniform._array[ i4 + 3 ] = value[ i ].w;
M
Mr.doob 已提交
2401

2402
					}
M
Mr.doob 已提交
2403

2404
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
2405

2406
					break;
M
Mr.doob 已提交
2407

2408
				case 'm3':
M
Mr.doob 已提交
2409

2410 2411
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
2412

2413
					break;
M
Mr.doob 已提交
2414

2415
				case 'm3v':
M
Mr.doob 已提交
2416

2417
					// array of THREE.Matrix3
M
Mr.doob 已提交
2418

2419
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2420

2421
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2422

2423
					}
M
Mr.doob 已提交
2424

2425
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2426

2427
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2428

2429
					}
M
Mr.doob 已提交
2430

2431
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2432

2433
					break;
M
Mr.doob 已提交
2434

2435
				case 'm4':
M
Mr.doob 已提交
2436

2437 2438
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2439

2440
					break;
M
Mr.doob 已提交
2441

2442
				case 'm4v':
M
Mr.doob 已提交
2443

2444
					// array of THREE.Matrix4
M
Mr.doob 已提交
2445

2446
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2447

2448
						uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
2449

2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460
					}

					for ( var i = 0, il = value.length; i < il; i ++ ) {

						value[ i ].flattenToArrayOffset( uniform._array, i * 16 );

					}

					_gl.uniformMatrix4fv( location, false, uniform._array );

					break;
M
Mr.doob 已提交
2461

2462
				case 't':
M
Mr.doob 已提交
2463

2464
					// single THREE.Texture (2d or cube)
M
Mr.doob 已提交
2465

2466 2467 2468 2469
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
Mr.doob 已提交
2470

2471
					if ( ! texture ) continue;
M
Mr.doob 已提交
2472

2473
					if ( texture instanceof THREE.CubeTexture ||
G
gero3 已提交
2474 2475 2476
						 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

						// CompressedTexture can have Array in image :/
M
Mr.doob 已提交
2477

2478
						setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
2479

2480 2481
					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

M
Mr.doob 已提交
2482 2483 2484 2485 2486
						setCubeTextureDynamic( texture.texture, textureUnit );

					} else if ( texture instanceof THREE.WebGLRenderTarget ) {

						_this.setTexture( texture.texture, textureUnit );
2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497

					} else {

						_this.setTexture( texture, textureUnit );

					}

					break;

				case 'tv':

M
Mr.doob 已提交
2498
					// array of THREE.Texture (2d or cube)
2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520

					if ( uniform._array === undefined ) {

						uniform._array = [];

					}

					for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {

						uniform._array[ i ] = getTextureUnit();

					}

					_gl.uniform1iv( location, uniform._array );

					for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {

						texture = uniform.value[ i ];
						textureUnit = uniform._array[ i ];

						if ( ! texture ) continue;

M
Mr.doob 已提交
2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540
						if ( texture instanceof THREE.CubeTexture ||
							 ( texture.image instanceof Array && texture.image.length === 6 ) ) {

							// CompressedTexture can have Array in image :/

							setCubeTexture( texture, textureUnit );

						} else if ( texture instanceof THREE.WebGLRenderTarget ) {

							_this.setTexture( texture.texture, textureUnit );

						} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

							setCubeTextureDynamic( texture.texture, textureUnit );

						} else {

							_this.setTexture( texture, textureUnit );

						}
2541 2542 2543 2544 2545 2546

					}

					break;

				default:
2547

2548
					console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
2549

M
Mr.doob 已提交
2550 2551 2552 2553
			}

		}

M
Mr.doob 已提交
2554
	}
M
Mr.doob 已提交
2555

T
tschw 已提交
2556
	function setupLights ( lights, camera ) {
M
Mr.doob 已提交
2557

B
brason 已提交
2558
		var l, ll, light,
M
Mr.doob 已提交
2559
		r = 0, g = 0, b = 0,
B
Ben Houston 已提交
2560
		color,
B
brason 已提交
2561
		intensity,
M
Mr.doob 已提交
2562 2563
		distance,

2564
		viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2565

2566 2567 2568 2569
		writeIndexDirectional = 0,
		writeIndexPoint = 0,
		writeIndexSpot = 0,
		writeIndexHemi = 0;
M
Mr.doob 已提交
2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580

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

			light = lights[ l ];

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

			if ( light instanceof THREE.AmbientLight ) {

2581 2582 2583
				r += color.r;
				g += color.g;
				b += color.b;
M
Mr.doob 已提交
2584 2585 2586

			} else if ( light instanceof THREE.DirectionalLight ) {

B
Ben Houston 已提交
2587 2588
				if( ! light.__webglUniforms ) {
					light.__webglUniforms = {
B
Ben Houston 已提交
2589 2590
						direction: new THREE.Vector3(),
						color: new THREE.Color()
B
Ben Houston 已提交
2591 2592
					}
				}
M
Mr.doob 已提交
2593

M
Mr.doob 已提交
2594
				var uniforms = light.__webglUniforms;
M
Mr.doob 已提交
2595

M
Mr.doob 已提交
2596
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2597
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2598 2599 2600 2601 2602
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );

				_lights.directional[ writeIndexDirectional ++ ] = uniforms;
M
Mr.doob 已提交
2603 2604 2605 2606


			} else if ( light instanceof THREE.PointLight ) {

B
Ben Houston 已提交
2607 2608 2609 2610 2611 2612 2613 2614
				if( ! light.__webglUniforms ) {
					light.__webglUniforms = {
						position: new THREE.Vector3(),
						color: new THREE.Color(),
						distance: 0,
						decay: 0
					}
				}
M
Mr.doob 已提交
2615

M
Mr.doob 已提交
2616 2617 2618 2619
				var uniforms = light.__webglUniforms;

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2620

M
Mr.doob 已提交
2621 2622 2623
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2624

M
Mr.doob 已提交
2625
				_lights.point[ writeIndexPoint ++ ] = uniforms;
M
Mr.doob 已提交
2626 2627 2628

			} else if ( light instanceof THREE.SpotLight ) {

B
Ben Houston 已提交
2629 2630 2631 2632 2633 2634 2635 2636 2637 2638
				if( ! light.__webglUniforms ) {
					light.__webglUniforms = {
						position: new THREE.Vector3(),
						direction: new THREE.Vector3(),
						color: new THREE.Color(),
						distance: 0,
						decay: 0,
						angleCos: 0
					}
				}
M
Mr.doob 已提交
2639

M
Mr.doob 已提交
2640
				var uniforms = light.__webglUniforms;
M
Mr.doob 已提交
2641

M
Mr.doob 已提交
2642 2643
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2644

M
Mr.doob 已提交
2645 2646
				uniforms.color.copy( color ).multiplyScalar( intensity );
				uniforms.distance = distance;
M
Mr.doob 已提交
2647

M
Mr.doob 已提交
2648
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2649
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2650 2651
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );
M
Mr.doob 已提交
2652

M
Mr.doob 已提交
2653 2654 2655 2656 2657
				uniforms.angleCos = Math.cos( light.angle );
				uniforms.exponent = light.exponent;
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

				_lights.spot[ writeIndexSpot ++ ] = uniforms;
M
Mr.doob 已提交
2658 2659 2660

			} else if ( light instanceof THREE.HemisphereLight ) {

B
Ben Houston 已提交
2661 2662
				if( ! light.__webglUniforms ) {
					light.__webglUniforms = {
2663
						direction: new THREE.Vector3(),
B
Ben Houston 已提交
2664 2665 2666 2667
						skyColor: new THREE.Color(),
						groundColor: new THREE.Color()
					}
				}
M
Mr.doob 已提交
2668

M
Mr.doob 已提交
2669 2670 2671 2672 2673
				var uniforms = light.__webglUniforms;

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2674

M
Mr.doob 已提交
2675 2676
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2677

M
Mr.doob 已提交
2678
				_lights.hemi[ writeIndexHemi ++ ] = uniforms;
M
Mr.doob 已提交
2679 2680 2681 2682 2683

			}

		}

M
Mr.doob 已提交
2684 2685 2686
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2687

M
Mr.doob 已提交
2688 2689 2690 2691
		_lights.directional.length = writeIndexDirectional;
		_lights.point.length = writeIndexPoint;
		_lights.spot.length = writeIndexSpot;
		_lights.hemi.length = writeIndexHemi;
2692

M
Mr.doob 已提交
2693
	}
M
Mr.doob 已提交
2694 2695 2696 2697 2698 2699 2700

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

2701
			state.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

			} else if ( cullFace === THREE.CullFaceFront ) {

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

2729
			state.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
2730 2731 2732 2733 2734 2735 2736 2737 2738

		}

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

2739 2740
		var extension;

M
Mr.doob 已提交
2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752
		if ( isImagePowerOfTwo ) {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );

			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
2753 2754 2755

			if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {

M
Mr.doob 已提交
2756
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
M
Mr.doob 已提交
2757

2758
			}
M
Mr.doob 已提交
2759 2760 2761 2762

			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );

M
Mr.doob 已提交
2763 2764
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

M
Mr.doob 已提交
2765
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
M
Mr.doob 已提交
2766

2767
			}
M
Mr.doob 已提交
2768

M
Mr.doob 已提交
2769 2770
		}

2771 2772
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

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

2775 2776
			if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
			if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
M
Mr.doob 已提交
2777

2778
			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
M
Mr.doob 已提交
2779

2780
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
2781
				properties.get( texture ).__currentAnisotropy = texture.anisotropy;
M
Mr.doob 已提交
2782 2783 2784 2785 2786

			}

		}

M
Mr.doob 已提交
2787
	}
M
Mr.doob 已提交
2788

2789
	function uploadTexture( textureProperties, texture, slot ) {
2790

2791
		if ( textureProperties.__webglInit === undefined ) {
2792

2793
			textureProperties.__webglInit = true;
2794 2795 2796

			texture.addEventListener( 'dispose', onTextureDispose );

2797
			textureProperties.__webglTexture = _gl.createTexture();
2798

2799
			_infoMemory.textures ++;
2800 2801

		}
M
Mr.doob 已提交
2802

B
Ben Adams 已提交
2803
		state.activeTexture( _gl.TEXTURE0 + slot );
2804
		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
M
Mr.doob 已提交
2805

H
Henri Astre 已提交
2806 2807 2808 2809
		_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
		_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
		_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

G
gero3 已提交
2810
		texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
2811

M
Mr.doob 已提交
2812 2813 2814 2815 2816 2817
		if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false ) {

			texture.image = makePowerOfTwo( texture.image );

		}

H
Henri Astre 已提交
2818
		var image = texture.image,
M
Mr.doob 已提交
2819
		isImagePowerOfTwo = isPowerOfTwo( image ),
H
Henri Astre 已提交
2820 2821
		glFormat = paramThreeToGL( texture.format ),
		glType = paramThreeToGL( texture.type );
M
Mr.doob 已提交
2822

H
Henri Astre 已提交
2823
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
2824

H
Henri Astre 已提交
2825
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
2826

H
Henri Astre 已提交
2827
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
2828

H
Henri Astre 已提交
2829 2830 2831
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
M
Mr.doob 已提交
2832

H
Henri Astre 已提交
2833 2834 2835
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
2836

H
Henri Astre 已提交
2837
					mipmap = mipmaps[ i ];
2838
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
2839

H
Henri Astre 已提交
2840
				}
M
Mr.doob 已提交
2841

H
Henri Astre 已提交
2842
				texture.generateMipmaps = false;
M
Mr.doob 已提交
2843

H
Henri Astre 已提交
2844
			} else {
M
Mr.doob 已提交
2845

2846
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
2847

H
Henri Astre 已提交
2848
			}
M
Mr.doob 已提交
2849

H
Henri Astre 已提交
2850
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
2851

H
Henri Astre 已提交
2852
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
2853

H
Henri Astre 已提交
2854
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
2855

2856
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
2857

2858
					if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
M
Mr.doob 已提交
2859

2860
						state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
2861

2862
					} else {
M
Mr.doob 已提交
2863

2864
						console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
2865

2866
					}
M
Mr.doob 已提交
2867

H
Henri Astre 已提交
2868
				} else {
M
Mr.doob 已提交
2869

2870
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
2871

M
Mr.doob 已提交
2872 2873
				}

H
Henri Astre 已提交
2874 2875
			}

G
gero3 已提交
2876 2877 2878
		} else {

			// regular Texture (image, video, canvas)
H
Henri Astre 已提交
2879 2880 2881 2882 2883 2884

			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels

			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
M
Mr.doob 已提交
2885

2886
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
2887 2888

					mipmap = mipmaps[ i ];
2889
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
2890 2891 2892

				}

H
Henri Astre 已提交
2893
				texture.generateMipmaps = false;
M
Mr.doob 已提交
2894

H
Henri Astre 已提交
2895
			} else {
M
Mr.doob 已提交
2896

2897
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
2898

H
Henri Astre 已提交
2899
			}
M
Mr.doob 已提交
2900

H
Henri Astre 已提交
2901
		}
M
Mr.doob 已提交
2902

H
Henri Astre 已提交
2903
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
2904

2905
		textureProperties.__version = texture.version;
M
Mr.doob 已提交
2906

B
Ben Adams 已提交
2907
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
2908

2909
	}
M
Mr.doob 已提交
2910

H
Henri Astre 已提交
2911
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
2912

2913 2914 2915
		var textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
M
Mr.doob 已提交
2916

2917
			var image = texture.image;
M
Mr.doob 已提交
2918

2919 2920
			if ( image === undefined ) {

2921
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
2922 2923 2924 2925
				return;

			}

2926
			if ( image.complete === false ) {
M
Mr.doob 已提交
2927

2928
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
2929 2930 2931 2932
				return;

			}

2933
			uploadTexture( textureProperties, texture, slot );
2934

2935
			return;
M
Mr.doob 已提交
2936 2937 2938

		}

B
Ben Adams 已提交
2939
		state.activeTexture( _gl.TEXTURE0 + slot );
2940
		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
2941

M
Mr.doob 已提交
2942 2943 2944 2945
	};

	function clampToMaxSize ( image, maxSize ) {

2946
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
2947

2948 2949
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
2950

2951
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
2952

2953 2954 2955
			var canvas = document.createElement( 'canvas' );
			canvas.width = Math.floor( image.width * scale );
			canvas.height = Math.floor( image.height * scale );
M
Mr.doob 已提交
2956

2957 2958
			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
M
Mr.doob 已提交
2959

2960
			console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
M
Mr.doob 已提交
2961

2962 2963 2964
			return canvas;

		}
M
Mr.doob 已提交
2965

2966
		return image;
M
Mr.doob 已提交
2967 2968 2969

	}

M
Mr.doob 已提交
2970 2971 2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005
	function isPowerOfTwo( image ) {

		return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );

	}

	function textureNeedsPowerOfTwo( texture ) {

		if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
		if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;

		return false;

	}

	function makePowerOfTwo( image ) {

		if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {

			var canvas = document.createElement( 'canvas' );
			canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
			canvas.height = THREE.Math.nearestPowerOfTwo( image.height );

			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, canvas.width, canvas.height );

			console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );

			return canvas;

		}

		return image;

	}

M
Mr.doob 已提交
3006 3007
	function setCubeTexture ( texture, slot ) {

3008
		var textureProperties = properties.get( texture );
3009

M
Mr.doob 已提交
3010 3011
		if ( texture.image.length === 6 ) {

3012
			if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
M
Mr.doob 已提交
3013

3014
				if ( ! textureProperties.__image__webglTextureCube ) {
M
Mr.doob 已提交
3015

3016 3017
					texture.addEventListener( 'dispose', onTextureDispose );

3018
					textureProperties.__image__webglTextureCube = _gl.createTexture();
M
Mr.doob 已提交
3019

3020
					_infoMemory.textures ++;
M
Mr.doob 已提交
3021 3022 3023

				}

B
Ben Adams 已提交
3024
				state.activeTexture( _gl.TEXTURE0 + slot );
3025
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
Mr.doob 已提交
3026 3027 3028

				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );

M
Mr.doob 已提交
3029 3030
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
Mr.doob 已提交
3031 3032 3033 3034 3035

				var cubeImage = [];

				for ( var i = 0; i < 6; i ++ ) {

3036
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
3037

G
gero3 已提交
3038
						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
M
Mr.doob 已提交
3039 3040 3041

					} else {

3042
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
Mr.doob 已提交
3043 3044 3045 3046 3047 3048

					}

				}

				var image = cubeImage[ 0 ],
M
Mr.doob 已提交
3049
				isImagePowerOfTwo = isPowerOfTwo( image ),
M
Mr.doob 已提交
3050 3051 3052 3053 3054 3055 3056
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

				for ( var i = 0; i < 6; i ++ ) {

3057
					if ( ! isCompressed ) {
M
Mr.doob 已提交
3058

M
Mr.doob 已提交
3059
						if ( isDataTexture ) {
3060

3061
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
3062

M
Mr.doob 已提交
3063
						} else {
3064

3065
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
3066

M
Mr.doob 已提交
3067 3068
						}

3069
					} else {
3070

M
Mr.doob 已提交
3071 3072
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

3073
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
3074 3075

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
3076

3077
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3078

3079
								if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
M
Mr.doob 已提交
3080

3081
									state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3082

3083
								} else {
M
Mr.doob 已提交
3084

3085
									console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
3086

3087
								}
M
Mr.doob 已提交
3088

3089
							} else {
M
Mr.doob 已提交
3090

3091
								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3092

3093
							}
M
Mr.doob 已提交
3094

3095
						}
M
Mr.doob 已提交
3096

M
Mr.doob 已提交
3097
					}
M
Mr.doob 已提交
3098

M
Mr.doob 已提交
3099 3100 3101 3102 3103 3104 3105 3106
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

3107
				textureProperties.__version = texture.version;
M
Mr.doob 已提交
3108

B
Ben Adams 已提交
3109
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3110 3111 3112

			} else {

B
Ben Adams 已提交
3113
				state.activeTexture( _gl.TEXTURE0 + slot );
3114
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
Mr.doob 已提交
3115 3116 3117 3118 3119

			}

		}

M
Mr.doob 已提交
3120
	}
M
Mr.doob 已提交
3121 3122 3123

	function setCubeTextureDynamic ( texture, slot ) {

B
Ben Adams 已提交
3124
		state.activeTexture( _gl.TEXTURE0 + slot );
3125
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
M
Mr.doob 已提交
3126

M
Mr.doob 已提交
3127
	}
M
Mr.doob 已提交
3128 3129 3130 3131 3132 3133

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
M
Mr.doob 已提交
3134
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
M
Mr.doob 已提交
3135

M
Mr.doob 已提交
3136
	}
M
Mr.doob 已提交
3137

M
Mr.doob 已提交
3138
	function setupRenderBuffer ( renderbuffer, renderTarget ) {
M
Mr.doob 已提交
3139 3140 3141 3142 3143 3144 3145 3146 3147

		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		/* For some reason this is not working. Defaulting to RGBA4.
3148
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
3149 3150 3151 3152

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
G
gero3 已提交
3153

M
Mr.doob 已提交
3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164
		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		} else {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

		}

M
Mr.doob 已提交
3165
	}
M
Mr.doob 已提交
3166 3167 3168 3169 3170

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

3171
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
3172

3173
			var renderTargetProperties = properties.get( renderTarget );
M
Mr.doob 已提交
3174
			var textureProperties = properties.get( renderTarget.texture );
M
Mr.doob 已提交
3175 3176 3177 3178 3179 3180

			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

M
Mr.doob 已提交
3181
			textureProperties.__webglTexture = _gl.createTexture();
M
Mr.doob 已提交
3182

3183
			_infoMemory.textures ++;
M
Mr.doob 已提交
3184 3185 3186

			// Setup texture, create render and frame buffers

M
Mr.doob 已提交
3187 3188 3189
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ),
				glFormat = paramThreeToGL( renderTarget.texture.format ),
				glType = paramThreeToGL( renderTarget.texture.type );
M
Mr.doob 已提交
3190 3191 3192

			if ( isCube ) {

3193 3194
				renderTargetProperties.__webglFramebuffer = [];
				renderTargetProperties.__webglRenderbuffer = [];
M
Mr.doob 已提交
3195

M
Mr.doob 已提交
3196
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
B
Ben Adams 已提交
3197

M
Mr.doob 已提交
3198
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
M
Mr.doob 已提交
3199 3200 3201

				for ( var i = 0; i < 6; i ++ ) {

3202 3203
					renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
3204
					state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
M
Mr.doob 已提交
3205

3206 3207
					setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
M
Mr.doob 已提交
3208 3209 3210

				}

M
Mr.doob 已提交
3211
				if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
M
Mr.doob 已提交
3212 3213 3214

			} else {

3215
				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
M
Mr.doob 已提交
3216 3217 3218

				if ( renderTarget.shareDepthFrom ) {

3219
					renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
M
Mr.doob 已提交
3220 3221 3222

				} else {

3223
					renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
M
Mr.doob 已提交
3224 3225 3226

				}

M
Mr.doob 已提交
3227 3228
				state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
				setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
M
Mr.doob 已提交
3229

3230
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
M
Mr.doob 已提交
3231

3232
				setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
M
Mr.doob 已提交
3233 3234 3235 3236 3237

				if ( renderTarget.shareDepthFrom ) {

					if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

3238
						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
3239 3240 3241

					} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

3242
						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
3243 3244 3245 3246 3247

					}

				} else {

3248
					setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
M
Mr.doob 已提交
3249 3250 3251

				}

M
Mr.doob 已提交
3252
				if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3253 3254 3255 3256 3257 3258 3259

			}

			// Release everything

			if ( isCube ) {

B
Ben Adams 已提交
3260
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3261 3262 3263

			} else {

B
Ben Adams 已提交
3264
				state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3265 3266 3267 3268 3269 3270 3271 3272 3273 3274 3275 3276

			}

			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

3277
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
3278

M
Mr.doob 已提交
3279 3280
			if ( isCube ) {

3281
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
3282 3283 3284

			} else {

3285
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
3286 3287 3288 3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304 3305 3306 3307 3308 3309 3310 3311 3312 3313 3314 3315

			}

			width = renderTarget.width;
			height = renderTarget.height;

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_gl.viewport( vx, vy, width, height );

			_currentFramebuffer = framebuffer;

		}

M
Mr.doob 已提交
3316 3317 3318 3319 3320 3321 3322
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );

		}

M
Mr.doob 已提交
3323 3324 3325 3326 3327
		_currentWidth = width;
		_currentHeight = height;

	};

M
Mr.doob 已提交
3328
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
3329

M
Mr.doob 已提交
3330
		if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
3331

3332
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
3333
			return;
3334

G
gero3 已提交
3335
		}
3336

M
Mr.doob 已提交
3337
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
3338

M
Mr.doob 已提交
3339
		if ( framebuffer ) {
3340

G
gero3 已提交
3341
			var restore = false;
3342

M
Mr.doob 已提交
3343
			if ( framebuffer !== _currentFramebuffer ) {
3344

M
Mr.doob 已提交
3345
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
3346

G
gero3 已提交
3347
				restore = true;
3348

G
gero3 已提交
3349
			}
3350

M
Mr.doob 已提交
3351
			try {
3352

M
Mr.doob 已提交
3353
				var texture = renderTarget.texture;
3354

M
Mr.doob 已提交
3355 3356
				if ( texture.format !== THREE.RGBAFormat
					&& paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
3357

M
Mr.doob 已提交
3358 3359
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
3360

M
Mr.doob 已提交
3361
				}
3362

M
Mr.doob 已提交
3363 3364 3365 3366
				if ( texture.type !== THREE.UnsignedByteType
					&& paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
					&& ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
					&& ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
3367

M
Mr.doob 已提交
3368 3369
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
3370

M
Mr.doob 已提交
3371
				}
3372

M
Mr.doob 已提交
3373
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3374

M
Mr.doob 已提交
3375
					_gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
3376

M
Mr.doob 已提交
3377
				} else {
M
Mr.doob 已提交
3378

M
Mr.doob 已提交
3379 3380 3381
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
3382

M
Mr.doob 已提交
3383
			} finally {
M
Mr.doob 已提交
3384

M
Mr.doob 已提交
3385 3386 3387
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
3388

M
Mr.doob 已提交
3389 3390 3391
				}

			}
M
Mr.doob 已提交
3392 3393 3394

		}

M
Mr.doob 已提交
3395 3396 3397 3398 3399 3400 3401 3402 3403 3404 3405
	};

	function updateRenderTargetMipmap( renderTarget ) {

		var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
		var texture = properties.get( renderTarget.texture ).__webglTexture;

		state.bindTexture( target, texture );
		_gl.generateMipmap( target );
		state.bindTexture( target, null );

M
Mr.doob 已提交
3406
	}
M
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	// Fallback filters for non-power-of-2 textures

	function filterFallback ( f ) {

		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

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	}
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	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

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		var extension;

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		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;

		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;

		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;

		if ( p === THREE.ByteType ) return _gl.BYTE;
		if ( p === THREE.ShortType ) return _gl.SHORT;
		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === THREE.IntType ) return _gl.INT;
		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === THREE.FloatType ) return _gl.FLOAT;

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		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

			if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;

		}

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		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
		if ( p === THREE.RGBFormat ) return _gl.RGB;
		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;

		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;

		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
		if ( p === THREE.OneFactor ) return _gl.ONE;
		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;

		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;

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		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
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		if ( extension !== null ) {

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

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		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
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			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
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		}

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		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
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			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
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		}

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		return 0;

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	}
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};