WebGLRenderer.js 68.7 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, DoubleSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { Matrix4 } from '../math/Matrix4';
import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
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		_context = parameters.context !== undefined ? parameters.context : null,
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		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
		_depth = parameters.depth !== undefined ? parameters.depth : true,
		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
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	var lights = [];
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	var opaqueObjects = [];
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	var opaqueObjectsLastIndex = - 1;
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	var transparentObjects = [];
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	var transparentObjectsLastIndex = - 1;
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	var morphInfluences = new Float32Array( 8 );

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		// internal state cache
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		_currentProgram = null,
		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
		_currentCamera = null,
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		_currentViewport = new Vector4(),
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		//
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		_usedTextureUnits = 0,
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		//
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		_clearColor = new Color( 0x000000 ),
		_clearAlpha = 0,
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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		_vector3 = new Vector3(),
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		_matrix4 = new Matrix4(),
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		_matrix42 = new Matrix4(),
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		// light arrays cache
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		_lights = {
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			hash: '',
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			ambient: [ 0, 0, 0 ],
			directional: [],
			directionalShadowMap: [],
			directionalShadowMatrix: [],
			spot: [],
			spotShadowMap: [],
			spotShadowMatrix: [],
			rectArea: [],
			point: [],
			pointShadowMap: [],
			pointShadowMatrix: [],
			hemi: [],
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			shadows: []
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		},
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		// info
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		_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,
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		memory: {

			geometries: 0,
			textures: 0

		},
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

				return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

			};

		}

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

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

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	var extensions = new WebGLExtensions( _gl );
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	extensions.get( 'WEBGL_depth_texture' );
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	extensions.get( 'OES_texture_float' );
	extensions.get( 'OES_texture_float_linear' );
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	extensions.get( 'OES_texture_half_float' );
	extensions.get( 'OES_texture_half_float_linear' );
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	extensions.get( 'OES_standard_derivatives' );
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	extensions.get( 'ANGLE_instanced_arrays' );
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	if ( extensions.get( 'OES_element_index_uint' ) ) {

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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	var capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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	var state = new WebGLState( _gl, extensions, paramThreeToGL );
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	var properties = new WebGLProperties();
	var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info );
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	var attributes = new WebGLAttributes( _gl );
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	var geometries = new WebGLGeometries( _gl, attributes, this.info );
	var objects = new WebGLObjects( _gl, geometries );
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	var programCache = new WebGLPrograms( this, capabilities );
	var lightCache = new WebGLLights();
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	this.info.programs = programCache.programs;

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

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

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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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();
M
Mr.doob 已提交
605

606
		var programAttributes = program.getAttributes();
607

M
Mr.doob 已提交
608 609
		if ( object.hasPositions ) {

610
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
611
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
612

613 614
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
615 616 617 618 619

		}

		if ( object.hasNormals ) {

620
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
621

622
			if ( ! material.isMeshPhongMaterial &&
623
				! material.isMeshStandardMaterial &&
624
				! material.isMeshNormalMaterial &&
625
				material.shading === FlatShading ) {
M
Mr.doob 已提交
626

627
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
628

629
					var array = object.normalArray;
M
Mr.doob 已提交
630

631 632 633
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
634

635 636 637
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
638

639 640 641
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
642

643 644 645
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
646 647 648 649 650 651

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
652

653
			state.enableAttribute( programAttributes.normal );
654

655
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
656 657 658 659 660

		}

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

661
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
662
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
663

664
			state.enableAttribute( programAttributes.uv );
665

666
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
667 668 669

		}

R
Rich Harris 已提交
670
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
671

672
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
673
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
674

675
			state.enableAttribute( programAttributes.color );
676

677
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
678 679 680

		}

681
		state.disableUnusedAttributes();
682

M
Mr.doob 已提交
683 684 685 686 687 688
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
689 690
	var program, geometryProgram, updateBuffers;

691
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
692

M
Mr.doob 已提交
693 694
		setMaterial( material );

M
Mr.doob 已提交
695 696
		program = setProgram( camera, fog, material, object );
		geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
697

M
Mr.doob 已提交
698
		updateBuffers = false;
M
Mr.doob 已提交
699 700 701 702 703 704 705 706 707 708 709 710 711 712

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
713 714
			// TODO Remove allocations

M
Mr.doob 已提交
715 716 717 718 719 720 721 722 723
			var activeInfluences = [];

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

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

			}

724
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
725 726 727 728 729 730 731

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

732 733
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
734 735 736 737 738 739 740
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

741
					var index = influence[ 1 ];
M
Mr.doob 已提交
742

743 744
					if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
					if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
M
Mr.doob 已提交
745 746 747

				} else {

748 749
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
750 751 752 753 754

				}

			}

755 756 757 758 759 760
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
761
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
762 763 764 765 766

			updateBuffers = true;

		}

767 768
		//

769
		var index = geometry.index;
770
		var position = geometry.attributes.position;
771
		var rangeFactor = 1;
772

773 774
		if ( material.wireframe === true ) {

775
			index = geometries.getWireframeAttribute( geometry );
776
			rangeFactor = 2;
777 778 779

		}

M
Mr.doob 已提交
780
		var renderer = bufferRenderer;
781

782
		if ( index !== null ) {
783

784 785
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
786

787
		}
M
Mr.doob 已提交
788

789
		if ( updateBuffers ) {
M
Mr.doob 已提交
790

791
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
792

793
			if ( index !== null ) {
794

M
Mr.doob 已提交
795
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
796 797 798

			}

799
		}
800

801 802
		//

803
		var dataCount = 0;
804

M
Mr.doob 已提交
805
		if ( index !== null ) {
806

M
Mr.doob 已提交
807
			dataCount = index.count;
808

M
Mr.doob 已提交
809
		} else if ( position !== undefined ) {
810

M
Mr.doob 已提交
811
			dataCount = position.count;
812

M
Mr.doob 已提交
813
		}
814

M
Mr.doob 已提交
815 816
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
817

M
Mr.doob 已提交
818 819
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
820

M
Mr.doob 已提交
821 822
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
823 824 825

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

826 827
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
828
		//
829

830
		if ( object.isMesh ) {
831

832
			if ( material.wireframe === true ) {
833

834
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
835
				renderer.setMode( _gl.LINES );
836

837
			} else {
M
Mr.doob 已提交
838 839

				switch ( object.drawMode ) {
840

R
Rich Harris 已提交
841
					case TrianglesDrawMode:
B
Ben Adams 已提交
842 843 844
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
845
					case TriangleStripDrawMode:
B
Ben Adams 已提交
846 847 848
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
849
					case TriangleFanDrawMode:
B
Ben Adams 已提交
850 851 852 853
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
854

855
			}
856

857

858
		} else if ( object.isLine ) {
859

860
			var lineWidth = material.linewidth;
861

862
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
863

864
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
865

866
			if ( object.isLineSegments ) {
867

868
				renderer.setMode( _gl.LINES );
869

870 871 872 873
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

874
			} else {
875

876
				renderer.setMode( _gl.LINE_STRIP );
877 878

			}
M
Mr.doob 已提交
879

880
		} else if ( object.isPoints ) {
881 882

			renderer.setMode( _gl.POINTS );
883 884

		}
885

T
Takahiro 已提交
886
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
887 888 889

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
890
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
891

J
jfranc 已提交
892
			}
893 894 895

		} else {

M
Mr.doob 已提交
896
			renderer.render( drawStart, drawCount );
897

M
Mr.doob 已提交
898 899 900 901
		}

	};

902
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
903

M
Mr.doob 已提交
904
		var extension;
B
Ben Adams 已提交
905

T
Takahiro 已提交
906
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
907

M
Mr.doob 已提交
908
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
909

M
Mr.doob 已提交
910
			if ( extension === null ) {
B
Ben Adams 已提交
911

912
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
913
				return;
B
Ben Adams 已提交
914

M
Mr.doob 已提交
915 916 917
			}

		}
B
Ben Adams 已提交
918

919 920
		if ( startIndex === undefined ) startIndex = 0;

921 922
		state.initAttributes();

923
		var geometryAttributes = geometry.attributes;
924

925
		var programAttributes = program.getAttributes();
926

927
		var materialDefaultAttributeValues = material.defaultAttributeValues;
928

929
		for ( var name in programAttributes ) {
930

931
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
932

M
Mr.doob 已提交
933
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
934

935
				var geometryAttribute = geometryAttributes[ name ];
936

M
Mr.doob 已提交
937
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
938

939
					var normalized = geometryAttribute.normalized;
940
					var size = geometryAttribute.itemSize;
941

942
					var attributeProperties = attributes.get( geometryAttribute );
943

M
Mr.doob 已提交
944
					var buffer = attributeProperties.buffer;
945 946
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
947

A
aardgoose 已提交
948
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
949

M
Mr.doob 已提交
950 951 952 953
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
954
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
955

M
Mr.doob 已提交
956
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
957

M
Mr.doob 已提交
958
							if ( geometry.maxInstancedCount === undefined ) {
959

D
dubejf 已提交
960
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
961

M
Mr.doob 已提交
962
							}
B
Ben Adams 已提交
963

M
Mr.doob 已提交
964
						} else {
B
Ben Adams 已提交
965

M
Mr.doob 已提交
966
							state.enableAttribute( programAttribute );
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
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
971
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
972

M
Mr.doob 已提交
973
					} else {
B
Ben Adams 已提交
974

A
aardgoose 已提交
975
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
976

M
Mr.doob 已提交
977
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
978

M
Mr.doob 已提交
979
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
980

D
dubejf 已提交
981
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
982

M
Mr.doob 已提交
983
							}
B
Ben Adams 已提交
984

M
Mr.doob 已提交
985 986 987 988
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
989
						}
B
Ben Adams 已提交
990

M
Mr.doob 已提交
991
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
992
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
993

B
Ben Adams 已提交
994
					}
M
Mr.doob 已提交
995

996 997
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
998
					var value = materialDefaultAttributeValues[ name ];
999

1000
					if ( value !== undefined ) {
M
Mr.doob 已提交
1001

1002
						switch ( value.length ) {
M
Mr.doob 已提交
1003

1004 1005 1006
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1007

1008 1009 1010
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1011

1012 1013 1014
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1015

1016 1017
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1018 1019

						}
M
Mr.doob 已提交
1020 1021 1022 1023 1024 1025 1026 1027

					}

				}

			}

		}
1028

1029
		state.disableUnusedAttributes();
1030

M
Mr.doob 已提交
1031 1032
	}

M
Mr.doob 已提交
1033 1034
	// Sorting

1035
	function absNumericalSort( a, b ) {
1036

1037
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1038 1039 1040

	}

M
Mr.doob 已提交
1041
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1042

U
unconed 已提交
1043
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1044

U
unconed 已提交
1045
			return a.object.renderOrder - b.object.renderOrder;
1046

1047 1048 1049 1050
		} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {

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

M
Mr.doob 已提交
1051
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1052

M
Mr.doob 已提交
1053
			return a.material.id - b.material.id;
1054 1055

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1056

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

		} else {

1061
			return a.id - b.id;
M
Mr.doob 已提交
1062 1063 1064

		}

1065
	}
M
Mr.doob 已提交
1066

M
Mr.doob 已提交
1067
	function reversePainterSortStable( a, b ) {
1068

U
unconed 已提交
1069
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1070

U
unconed 已提交
1071
			return a.object.renderOrder - b.object.renderOrder;
1072 1073

		} if ( a.z !== b.z ) {
1074

M
Mr.doob 已提交
1075
			return b.z - a.z;
1076 1077 1078 1079 1080 1081 1082

		} else {

			return a.id - b.id;

		}

1083
	}
1084

M
Mr.doob 已提交
1085 1086 1087 1088
	// Rendering

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

1089
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1090

1091
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1092 1093 1094 1095 1096 1097
			return;

		}

		// reset caching for this frame

1098
		_currentGeometryProgram = '';
1099
		_currentMaterialId = - 1;
1100
		_currentCamera = null;
M
Mr.doob 已提交
1101 1102 1103

		// update scene graph

1104
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1105 1106 1107

		// update camera matrices and frustum

1108
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1109 1110 1111 1112 1113 1114

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1115
		lights.length = 0;
1116

M
Mr.doob 已提交
1117 1118
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1119

M
Mr.doob 已提交
1120 1121 1122
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1123
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1124
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1125

M
Mr.doob 已提交
1126
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1127

1128 1129 1130
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1131
		if ( _this.sortObjects === true ) {
1132 1133 1134

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1135

1136 1137
		}

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

T
tschw 已提交
1140
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1141

1142 1143
		setupShadows( lights );

M
Mr.doob 已提交
1144
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1145

1146 1147
		setupLights( lights, camera );

T
tschw 已提交
1148
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1149

M
Mr.doob 已提交
1150 1151
		//

1152 1153 1154 1155
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1156

1157 1158 1159 1160 1161 1162
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1163 1164
		this.setRenderTarget( renderTarget );

M
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1165 1166 1167 1168 1169 1170
		//

		var background = scene.background;

		if ( background === null ) {

1171
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1172

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

1175
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1176
			forceClear = true;
1177 1178 1179 1180 1181 1182 1183 1184 1185

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1186
		if ( background && background.isCubeTexture ) {
M
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1187

M
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1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

				backgroundBoxMesh = new Mesh(
					new BoxBufferGeometry( 5, 5, 5 ),
					new ShaderMaterial( {
						uniforms: ShaderLib.cube.uniforms,
						vertexShader: ShaderLib.cube.vertexShader,
						fragmentShader: ShaderLib.cube.fragmentShader,
						side: BackSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					} )
				);

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
M
Mr.doob 已提交
1211 1212 1213


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
Mr.doob 已提交
1214
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1215

1216 1217
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1218
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1219

T
Takahiro 已提交
1220
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1221

M
Mr.doob 已提交
1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232
			if ( backgroundPlaneCamera === undefined ) {

				backgroundPlaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );

				backgroundPlaneMesh = new Mesh(
					new PlaneBufferGeometry( 2, 2 ),
					new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
				);

			}

M
Mr.doob 已提交
1233 1234
			backgroundPlaneMesh.material.map = background;

1235 1236
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1237
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1238

M
Mr.doob 已提交
1239 1240
		}

1241
		//
M
Mr.doob 已提交
1242 1243 1244

		if ( scene.overrideMaterial ) {

1245
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1246

1247 1248
			renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			renderObjects( transparentObjects, scene, camera, overrideMaterial );
1249

M
Mr.doob 已提交
1250 1251 1252 1253
		} else {

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

R
Rich Harris 已提交
1254
			state.setBlending( NoBlending );
1255
			renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1256 1257 1258

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

1259
			renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1260 1261 1262 1263 1264

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1265
		spritePlugin.render( scene, camera );
1266
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1267 1268 1269

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

M
Mr.doob 已提交
1270 1271
		if ( renderTarget ) {

1272
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1273 1274 1275

		}

1276
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1277

M
Mr.doob 已提交
1278 1279
		state.setDepthTest( true );
		state.setDepthWrite( true );
1280
		state.setColorWrite( true );
M
Mr.doob 已提交
1281 1282 1283 1284

		// _gl.finish();

	};
M
Mr.doob 已提交
1285

M
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1286 1287
	function pushRenderItem( object, geometry, material, z, group ) {

1288
		var array, index;
M
Mr.doob 已提交
1289

1290
		// allocate the next position in the appropriate array
M
Mr.doob 已提交
1291 1292 1293

		if ( material.transparent ) {

1294 1295
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
Mr.doob 已提交
1296 1297 1298

		} else {

1299 1300 1301 1302 1303
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1304 1305
		// recycle existing render item or grow the array

1306 1307
		var renderItem = array[ index ];

M
Mr.doob 已提交
1308
		if ( renderItem ) {
1309 1310 1311 1312 1313 1314 1315

			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
1316 1317 1318

		} else {

1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329
			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
1330 1331 1332 1333 1334

		}

	}

1335
	/*
M
Mr.doob 已提交
1336 1337
	// TODO Duplicated code (Frustum)

1338 1339
	var _sphere = new Sphere();

T
tschw 已提交
1340 1341 1342 1343 1344 1345 1346
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1347
		_sphere.copy( geometry.boundingSphere ).
1348
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1365 1366

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1367 1368 1369 1370

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1383
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1384 1385 1386 1387

		return true;

	}
1388
	*/
T
tschw 已提交
1389

M
Mr.doob 已提交
1390
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1391

M
Mr.doob 已提交
1392
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1393

M
Mr.doob 已提交
1394
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1395

1396 1397 1398
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1399

1400
				lights.push( object );
M
Mr.doob 已提交
1401

1402
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1403

1404
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1405 1406 1407 1408

					sprites.push( object );

				}
M
Mr.doob 已提交
1409

1410
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1411

1412
				lensFlares.push( object );
M
Mr.doob 已提交
1413

1414
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1415

M
Mr.doob 已提交
1416
				if ( sortObjects ) {
M
Mr.doob 已提交
1417

M
Mr.doob 已提交
1418
					_vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1419

1420
				}
1421

1422
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1423

1424
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1425

1426
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1427

1428
					object.skeleton.update();
1429

1430
				}
1431

1432
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1433

M
Mr.doob 已提交
1434
					if ( sortObjects ) {
1435

M
Mr.doob 已提交
1436
						_vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
1437

M
Mr.doob 已提交
1438
					}
1439

M
Mr.doob 已提交
1440 1441
					var geometry = objects.update( object );
					var material = object.material;
1442

M
Mr.doob 已提交
1443
					if ( Array.isArray( material ) ) {
1444

M
Mr.doob 已提交
1445
						var groups = geometry.groups;
1446

M
Mr.doob 已提交
1447
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
1448

M
Mr.doob 已提交
1449 1450
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
M
Mr.doob 已提交
1451

M
Mr.doob 已提交
1452
							if ( groupMaterial && groupMaterial.visible ) {
1453

M
Mr.doob 已提交
1454
								pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
1455

M
Mr.doob 已提交
1456
							}
M
Mr.doob 已提交
1457

M
Mr.doob 已提交
1458
						}
M
Mr.doob 已提交
1459

M
Mr.doob 已提交
1460
					} else if ( material.visible ) {
1461

M
Mr.doob 已提交
1462
						pushRenderItem( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1463

1464
					}
M
Mr.doob 已提交
1465

1466
				}
M
Mr.doob 已提交
1467

1468
			}
M
Mr.doob 已提交
1469

M
Mr.doob 已提交
1470
		}
M
Mr.doob 已提交
1471

M
Mr.doob 已提交
1472
		var children = object.children;
M
Mr.doob 已提交
1473

M
Mr.doob 已提交
1474 1475
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1476
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1477

1478
		}
1479

1480
	}
M
Mr.doob 已提交
1481

1482
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1483

M
Mr.doob 已提交
1484
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1485

1486
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1487

1488
			var object = renderItem.object;
M
Mr.doob 已提交
1489 1490 1491
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1492

1493 1494
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1495

1496
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
1497

1498
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1499

M
Mr.doob 已提交
1500
				setMaterial( material );
M
Mr.doob 已提交
1501

1502
				var program = setProgram( camera, scene.fog, material, object );
M
Mr.doob 已提交
1503

M
Mr.doob 已提交
1504
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1505

M
Mr.doob 已提交
1506
				renderObjectImmediate( object, program, material );
1507

M
Mr.doob 已提交
1508
			} else {
M
Mr.doob 已提交
1509

1510
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1511

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

1514
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1515 1516


1517
		}
M
Mr.doob 已提交
1518

1519
	}
G
gero3 已提交
1520

1521
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1522

1523
		var materialProperties = properties.get( material );
G
gero3 已提交
1524

T
tschw 已提交
1525
		var parameters = programCache.getParameters(
1526
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1527

G
gero3 已提交
1528
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1529

1530
		var program = materialProperties.program;
T
tschw 已提交
1531
		var programChange = true;
1532

1533
		if ( program === undefined ) {
B
Ben Adams 已提交
1534

M
Mr.doob 已提交
1535 1536
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1537

1538
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1539

M
Mr.doob 已提交
1540
			// changed glsl or parameters
1541
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1542

G
gero3 已提交
1543
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1544

T
tschw 已提交
1545
			// same glsl and uniform list
T
tschw 已提交
1546 1547
			return;

T
tschw 已提交
1548
		} else {
B
Ben Adams 已提交
1549

T
tschw 已提交
1550 1551
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1552 1553 1554

		}

1555
		if ( programChange ) {
B
Ben Adams 已提交
1556

1557
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1558

R
Rich Harris 已提交
1559
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1560

1561 1562
				materialProperties.__webglShader = {
					name: material.type,
1563
					uniforms: UniformsUtils.clone( shader.uniforms ),
1564 1565 1566
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1567

1568
			} else {
B
Ben Adams 已提交
1569

1570 1571 1572 1573 1574 1575
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1576

1577
			}
G
gero3 已提交
1578

1579
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1580

1581
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1582

1583 1584
			materialProperties.program = program;
			material.program = program;
1585 1586 1587

		}

1588
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1589 1590 1591 1592 1593

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1594
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1595

1596
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1610
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1611

1612
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1613 1614 1615 1616 1617 1618 1619 1620 1621

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1622 1623
		var uniforms = materialProperties.__webglShader.uniforms;

1624
		if ( ! material.isShaderMaterial &&
1625 1626
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1627

T
tschw 已提交
1628
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1629
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1630
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1631 1632 1633

		}

1634
		materialProperties.fog = fog;
1635

1636
		// store the light setup it was created for
1637

1638
		materialProperties.lightsHash = _lights.hash;
1639

M
Mr.doob 已提交
1640
		if ( material.lights ) {
1641 1642 1643 1644 1645 1646

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

			uniforms.ambientLightColor.value = _lights.ambient;
			uniforms.directionalLights.value = _lights.directional;
			uniforms.spotLights.value = _lights.spot;
1647
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1648
			uniforms.pointLights.value = _lights.point;
1649 1650
			uniforms.hemisphereLights.value = _lights.hemi;

1651 1652 1653 1654 1655 1656
			uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
			uniforms.spotShadowMap.value = _lights.spotShadowMap;
			uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
			uniforms.pointShadowMap.value = _lights.pointShadowMap;
			uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
1657
			// TODO (abelnation): add area lights shadow info to uniforms
1658

1659 1660
		}

T
tschw 已提交
1661 1662
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1663
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1664

T
tschw 已提交
1665
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1666

M
Mr.doob 已提交
1667
	}
M
Mr.doob 已提交
1668

1669 1670
	function setMaterial( material ) {

M
Mr.doob 已提交
1671 1672 1673
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1674

R
Rich Harris 已提交
1675
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1676

M
Mr.doob 已提交
1677 1678 1679
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1680

B
Ben Adams 已提交
1681
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1682 1683
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1684
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1685
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1686 1687 1688

	}

1689
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1690 1691 1692

		_usedTextureUnits = 0;

1693
		var materialProperties = properties.get( material );
1694

T
tschw 已提交
1695 1696 1697 1698 1699
		if ( _clippingEnabled ) {

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

				var useCache =
1700 1701
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1702 1703 1704 1705

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
T
tschw 已提交
1706
				_clipping.setState(
1707 1708
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1709 1710 1711 1712 1713

			}

		}

1714
		if ( material.needsUpdate === false ) {
1715

1716
			if ( materialProperties.program === undefined ) {
1717

1718
				material.needsUpdate = true;
1719

1720
			} else if ( material.fog && materialProperties.fog !== fog ) {
1721

M
Mr.doob 已提交
1722
				material.needsUpdate = true;
1723

1724
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1725

1726
				material.needsUpdate = true;
1727

1728
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1729
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1730
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1731 1732 1733

				material.needsUpdate = true;

1734
			}
1735 1736 1737 1738

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1739

1740
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1741 1742 1743 1744
			material.needsUpdate = false;

		}

1745
		var refreshProgram = false;
M
Mr.doob 已提交
1746
		var refreshMaterial = false;
1747
		var refreshLights = false;
M
Mr.doob 已提交
1748

1749
		var program = materialProperties.program,
1750
			p_uniforms = program.getUniforms(),
1751
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1752

1753
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1754

1755 1756
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1757

1758
			refreshProgram = true;
M
Mr.doob 已提交
1759
			refreshMaterial = true;
1760
			refreshLights = true;
M
Mr.doob 已提交
1761 1762 1763 1764 1765 1766

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1767

M
Mr.doob 已提交
1768 1769 1770 1771
			refreshMaterial = true;

		}

1772
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1773

T
tschw 已提交
1774
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1775

G
gero3 已提交
1776
			if ( capabilities.logarithmicDepthBuffer ) {
1777

T
tschw 已提交
1778
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1779
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1780 1781 1782 1783

			}


1784 1785 1786 1787 1788 1789 1790 1791 1792
			if ( camera !== _currentCamera ) {

				_currentCamera = camera;

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

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1793
				refreshLights = true;		// remains set until update done
1794 1795

			}
M
Mr.doob 已提交
1796

1797 1798 1799
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1800
			if ( material.isShaderMaterial ||
1801 1802 1803
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1804

T
tschw 已提交
1805 1806 1807
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1808

T
tschw 已提交
1809
					uCamPos.setValue( _gl,
1810
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1811 1812 1813 1814 1815

				}

			}

1816
			if ( material.isMeshPhongMaterial ||
1817 1818 1819 1820
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1821
				object.isSkinnedMesh ) {
1822

T
tschw 已提交
1823
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1824 1825 1826

			}

T
tschw 已提交
1827 1828
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1829

M
Mr.doob 已提交
1830 1831 1832 1833 1834 1835
		}

		// 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

1836
		if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1837

T
tschw 已提交
1838 1839
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1840

T
tschw 已提交
1841
			var skeleton = object.skeleton;
1842

T
tschw 已提交
1843
			if ( skeleton ) {
1844

1845
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1846

T
tschw 已提交
1847
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
1848
					p_uniforms.set( _gl, skeleton, 'boneTextureSize' );
M
Mr.doob 已提交
1849

T
tschw 已提交
1850
				} else {
M
Mr.doob 已提交
1851

T
tschw 已提交
1852
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1853 1854 1855 1856 1857 1858 1859 1860 1861

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1862
			if ( material.lights ) {
M
Mr.doob 已提交
1863

1864
				// the current material requires lighting info
M
Mr.doob 已提交
1865

T
tschw 已提交
1866 1867 1868 1869 1870 1871
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
M
Mr.doob 已提交
1872

T
tschw 已提交
1873
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1874

T
tschw 已提交
1875
			}
G
gero3 已提交
1876

T
tschw 已提交
1877
			// refresh uniforms common to several materials
G
gero3 已提交
1878

T
tschw 已提交
1879
			if ( fog && material.fog ) {
G
gero3 已提交
1880

T
tschw 已提交
1881
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1882 1883 1884

			}

1885
			if ( material.isMeshBasicMaterial ||
1886 1887 1888
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1889
				material.isMeshNormalMaterial ||
1890
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1891 1892 1893 1894 1895 1896 1897

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1898
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1899 1900 1901

				refreshUniformsLine( m_uniforms, material );

1902
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1903 1904 1905 1906

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

1907
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1908

M
Mr.doob 已提交
1909
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1910

1911
			} else if ( material.isMeshLambertMaterial ) {
1912 1913 1914

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1915 1916 1917 1918
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1919 1920 1921 1922
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1923
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1924 1925 1926

				refreshUniformsPhysical( m_uniforms, material );

1927
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1928

1929
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1930

1931
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1932

1933 1934 1935 1936 1937 1938 1939 1940
				if ( material.displacementMap ) {

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

				}

1941
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1942

1943
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1944 1945 1946

			}

M
Mr.doob 已提交
1947 1948 1949 1950 1951 1952
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
Rich Harris 已提交
1953
			WebGLUniforms.upload(
1954
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1955 1956 1957

		}

M
Mr.doob 已提交
1958

T
tschw 已提交
1959
		// common matrices
M
Mr.doob 已提交
1960

T
tschw 已提交
1961 1962 1963
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1964

T
tschw 已提交
1965
		return program;
A
arose 已提交
1966 1967 1968

	}

M
Mr.doob 已提交
1969 1970
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1971
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1972 1973 1974

		uniforms.opacity.value = material.opacity;

1975
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1976

1977
		if ( material.emissive ) {
M
Mr.doob 已提交
1978

1979
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1980 1981 1982

		}

1983 1984 1985
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1986

1987 1988 1989 1990 1991 1992 1993
		if ( material.lightMap ) {

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

		}

1994
		if ( material.aoMap ) {
1995

1996 1997
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1998 1999 2000

		}

M
Mr.doob 已提交
2001
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2002 2003 2004 2005 2006
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2007
		// 6. emissive map
M
Mr.doob 已提交
2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2019 2020 2021 2022
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2023 2024 2025 2026 2027 2028 2029 2030
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2031 2032 2033 2034 2035 2036 2037 2038
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2039 2040 2041 2042
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

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

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2047 2048 2049 2050
		}

		if ( uvScaleMap !== undefined ) {

2051
			// backwards compatibility
2052
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2053 2054 2055 2056 2057

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2058 2059 2060 2061 2062 2063 2064 2065
			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;
2066 2067 2068 2069 2070

		// don't flip CubeTexture envMaps, flip everything else:
		//  WebGLRenderTargetCube will be flipped for backwards compatibility
		//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
		// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
T
Takahiro 已提交
2071
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2072

2073
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2074 2075
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2076
	}
M
Mr.doob 已提交
2077

M
Mr.doob 已提交
2078
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2079 2080 2081 2082

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

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

M
Mr.doob 已提交
2085
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2086 2087 2088 2089 2090

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

M
Mr.doob 已提交
2091
	}
M
Mr.doob 已提交
2092

M
Mr.doob 已提交
2093
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2094

2095
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2096
		uniforms.opacity.value = material.opacity;
2097
		uniforms.size.value = material.size * _pixelRatio;
2098
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2099 2100 2101

		uniforms.map.value = material.map;

2102 2103 2104 2105 2106 2107 2108 2109 2110
		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
2111
	}
M
Mr.doob 已提交
2112

M
Mr.doob 已提交
2113
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2114 2115 2116

		uniforms.fogColor.value = fog.color;

2117
		if ( fog.isFog ) {
M
Mr.doob 已提交
2118 2119 2120 2121

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

2122
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2123 2124 2125 2126 2127

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2128
	}
M
Mr.doob 已提交
2129

M
Mr.doob 已提交
2130
	function refreshUniformsLambert( uniforms, material ) {
2131 2132 2133 2134 2135 2136 2137 2138 2139

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2140
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2141

2142
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2143
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2144

2145
		if ( material.emissiveMap ) {
2146

2147
			uniforms.emissiveMap.value = material.emissiveMap;
2148

2149
		}
M
Mr.doob 已提交
2150

2151 2152 2153 2154
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2155

2156
		}
M
Mr.doob 已提交
2157

2158 2159 2160 2161 2162 2163
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2164

2165 2166 2167 2168 2169
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2170

2171
		}
2172

T
Takahiro 已提交
2173 2174 2175 2176 2177 2178
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2179
		if ( material.gradientMap ) {
T
Takahiro 已提交
2180

T
Takahiro 已提交
2181
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2182 2183 2184

		}

2185 2186
	}

M
Mr.doob 已提交
2187
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240

		uniforms.roughness.value = material.roughness;
		uniforms.metalness.value = material.metalness;

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

			//uniforms.envMap.value = material.envMap; // part of uniforms common
			uniforms.envMapIntensity.value = material.envMapIntensity;

		}

	}

M
Mr.doob 已提交
2241
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2242

2243 2244 2245
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2246 2247 2248 2249
		refreshUniformsStandard( uniforms, material );

	}

2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

2276 2277
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2278
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2279

M
Mr.doob 已提交
2280
		uniforms.ambientLightColor.needsUpdate = value;
2281

B
Ben Houston 已提交
2282 2283 2284
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2285
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2286
		uniforms.hemisphereLights.needsUpdate = value;
2287

M
Mr.doob 已提交
2288
	}
2289

T
tschw 已提交
2290
	// Lighting
M
Mr.doob 已提交
2291

M
Mr.doob 已提交
2292
	function setupShadows( lights ) {
2293 2294 2295 2296 2297 2298 2299 2300 2301

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

M
Mr.doob 已提交
2302 2303
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2304 2305 2306 2307 2308 2309 2310 2311 2312

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2313
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2314

M
Mr.doob 已提交
2315
		var l, ll, light, shadow,
2316 2317 2318 2319 2320
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2321

2322
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2323

M
Mr.doob 已提交
2324 2325 2326 2327 2328
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2329 2330 2331 2332 2333 2334 2335 2336 2337

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

			light = lights[ l ];

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

2338
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2339

2340
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2341

2342 2343 2344
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2345

2346
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2347

M
Mr.doob 已提交
2348
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2349

2350
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2351
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2352
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2353 2354 2355
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2356
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2357

2358
				if ( light.castShadow ) {
M
Mr.doob 已提交
2359

M
Mr.doob 已提交
2360 2361 2362 2363 2364
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2365

2366 2367
				}

2368
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2369
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2370 2371 2372
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2373

2374
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2375

M
Mr.doob 已提交
2376
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2377 2378 2379

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2380

M
Mr.doob 已提交
2381 2382 2383 2384 2385 2386 2387 2388
				uniforms.color.copy( color ).multiplyScalar( intensity );
				uniforms.distance = distance;

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2389 2390
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2391
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2392

2393
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2394

2395 2396
				if ( light.castShadow ) {

M
Mr.doob 已提交
2397 2398 2399 2400 2401
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2402

2403 2404
				}

2405
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2406
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2407 2408 2409
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2410

2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

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

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

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

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

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

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

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

M
Mr.doob 已提交
2441 2442 2443
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2444

2445
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2446

M
Mr.doob 已提交
2447
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2448

M
Mr.doob 已提交
2449 2450
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2451

M
Mr.doob 已提交
2452 2453
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2454 2455
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2456
				uniforms.shadow = light.castShadow;
2457

M
Mr.doob 已提交
2458
				if ( light.castShadow ) {
2459

M
Mr.doob 已提交
2460 2461 2462 2463 2464
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2465 2466

				}
2467

2468
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2469

2470 2471
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2472
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2473

2474 2475
				}

2476 2477 2478 2479 2480
				// for point lights we set the shadow matrix to be a translation-only matrix
				// equal to inverse of the light's position
				_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
				_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );

M
Mr.doob 已提交
2481 2482 2483
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2484

2485
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2486

M
Mr.doob 已提交
2487
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2488 2489 2490 2491

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2492

M
Mr.doob 已提交
2493 2494
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2495

M
Mr.doob 已提交
2496 2497 2498
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2499 2500 2501 2502 2503

			}

		}

M
Mr.doob 已提交
2504 2505 2506
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2507

M
Mr.doob 已提交
2508 2509
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2510
		_lights.rectArea.length = rectAreaLength;
2511
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2512
		_lights.hemi.length = hemiLength;
2513

2514 2515
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2516

M
Mr.doob 已提交
2517
	}
M
Mr.doob 已提交
2518 2519 2520 2521 2522

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2523
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2524
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2525 2526 2527 2528 2529

	};

	// Textures

T
tschw 已提交
2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2546
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2547

2548
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2549
	this.setTexture2D = ( function () {
T
tschw 已提交
2550

2551
		var warned = false;
T
tschw 已提交
2552

2553
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2554
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2555

T
Takahiro 已提交
2556
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2557

2558
				if ( ! warned ) {
T
tschw 已提交
2559

2560 2561
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2562

2563
				}
T
tschw 已提交
2564

2565
				texture = texture.texture;
T
tschw 已提交
2566

2567
			}
T
tschw 已提交
2568

2569
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2570

2571
		};
T
tschw 已提交
2572

2573
	}() );
T
tschw 已提交
2574

M
Mr.doob 已提交
2575
	this.setTexture = ( function () {
2576 2577 2578

		var warned = false;

W
WestLangley 已提交
2579
		return function setTexture( texture, slot ) {
2580 2581 2582 2583 2584 2585 2586 2587

			if ( ! warned ) {

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

			}

2588
			textures.setTexture2D( texture, slot );
2589 2590 2591 2592 2593

		};

	}() );

M
Mr.doob 已提交
2594
	this.setTextureCube = ( function () {
2595 2596 2597

		var warned = false;

W
WestLangley 已提交
2598
		return function setTextureCube( texture, slot ) {
2599 2600

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2601
			if ( texture && texture.isWebGLRenderTargetCube ) {
2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615

				if ( ! warned ) {

					console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
					warned = true;

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
T
Takahiro 已提交
2616
			if ( ( texture && texture.isCubeTexture ) ||
2617
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2618 2619 2620 2621

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2622
				textures.setTextureCube( texture, slot );
2623 2624 2625 2626 2627

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2628
				textures.setTextureCubeDynamic( texture, slot );
2629 2630 2631 2632 2633 2634

			}

		};

	}() );
T
tschw 已提交
2635

M
Mr.doob 已提交
2636
	this.getCurrentRenderTarget = function () {
2637 2638 2639

		return _currentRenderTarget;

M
Michael Herzog 已提交
2640
	};
2641

2642
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2643

2644 2645
		_currentRenderTarget = renderTarget;

2646
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2647

2648
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2649 2650 2651

		}

T
Takahiro 已提交
2652
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2653
		var framebuffer;
M
Mr.doob 已提交
2654 2655 2656

		if ( renderTarget ) {

2657
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2658

M
Mr.doob 已提交
2659 2660
			if ( isCube ) {

2661
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2662 2663 2664

			} else {

2665
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2666 2667 2668

			}

2669 2670
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2671

2672
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2673 2674 2675 2676 2677

		} else {

			framebuffer = null;

2678
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2679
			_currentScissorTest = _scissorTest;
2680

2681
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2682 2683 2684

		}

M
Mr.doob 已提交
2685
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2686 2687 2688 2689 2690 2691

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

		}

2692 2693
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2694

2695
		state.viewport( _currentViewport );
2696

M
Mr.doob 已提交
2697 2698 2699
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2700
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
M
Mr.doob 已提交
2701 2702 2703

		}

M
Mr.doob 已提交
2704 2705
	};

M
Mr.doob 已提交
2706
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2707

T
Takahiro 已提交
2708
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2709

2710
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2711
			return;
2712

G
gero3 已提交
2713
		}
2714

M
Mr.doob 已提交
2715
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2716

M
Mr.doob 已提交
2717
		if ( framebuffer ) {
2718

G
gero3 已提交
2719
			var restore = false;
2720

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

M
Mr.doob 已提交
2723
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2724

G
gero3 已提交
2725
				restore = true;
2726

G
gero3 已提交
2727
			}
2728

M
Mr.doob 已提交
2729
			try {
2730

M
Mr.doob 已提交
2731
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2732 2733
				var textureFormat = texture.format;
				var textureType = texture.type;
2734

M
Mr.doob 已提交
2735
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2736

M
Mr.doob 已提交
2737 2738
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2739

M
Mr.doob 已提交
2740
				}
2741

M
Mr.doob 已提交
2742
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2743 2744
					! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2745

M
Mr.doob 已提交
2746 2747
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2748

M
Mr.doob 已提交
2749
				}
2750

M
Mr.doob 已提交
2751
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2752

2753 2754
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2755
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2756

M
Mr.doob 已提交
2757
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2758 2759

					}
2760

M
Mr.doob 已提交
2761
				} else {
M
Mr.doob 已提交
2762

M
Mr.doob 已提交
2763 2764 2765
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2766

M
Mr.doob 已提交
2767
			} finally {
M
Mr.doob 已提交
2768

M
Mr.doob 已提交
2769 2770 2771
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2772

M
Mr.doob 已提交
2773 2774 2775
				}

			}
M
Mr.doob 已提交
2776 2777 2778

		}

M
Mr.doob 已提交
2779 2780
	};

M
Mr.doob 已提交
2781 2782
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2783
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2784

2785 2786
		var extension;

R
Rich Harris 已提交
2787 2788 2789
		if ( p === RepeatWrapping ) return _gl.REPEAT;
		if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
M
Mr.doob 已提交
2790

R
Rich Harris 已提交
2791 2792 2793
		if ( p === NearestFilter ) return _gl.NEAREST;
		if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
M
Mr.doob 已提交
2794

R
Rich Harris 已提交
2795 2796 2797
		if ( p === LinearFilter ) return _gl.LINEAR;
		if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
M
Mr.doob 已提交
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		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
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		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
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		if ( p === HalfFloatType ) {
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			extension = extensions.get( 'OES_texture_half_float' );
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2815
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
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		}

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		if ( p === AlphaFormat ) return _gl.ALPHA;
		if ( p === RGBFormat ) return _gl.RGB;
		if ( p === RGBAFormat ) return _gl.RGBA;
		if ( p === LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
		if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
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		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
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		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
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		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
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		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
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		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
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			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
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			if ( extension !== null ) {

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

			}
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		}

2860
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2861
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
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2863
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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			if ( extension !== null ) {

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

			}
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		}

2876
		if ( p === RGB_ETC1_Format ) {
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2878
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
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2880
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2881 2882 2883

		}

2884 2885 2886
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
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2888
			if ( extension !== null ) {
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2890 2891 2892 2893
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
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		}

2897
		if ( p === UnsignedInt248Type ) {
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2899
			extension = extensions.get( 'WEBGL_depth_texture' );
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2901
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
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		}

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		return 0;

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	}
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}
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export { WebGLRenderer };