WebGLRenderer.js 68.1 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { Matrix4 } from '../math/Matrix4';
import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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

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		_infoRender = {
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			frame: 0,
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			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0
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		};
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	this.info = {
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		render: _infoRender,
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		memory: _infoMemory,
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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597 598
	this.renderBufferImmediate = function ( object, program, material ) {

599
		state.initAttributes();
600

601
		var buffers = properties.get( object );
602

603 604 605 606
		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
607

608
		var programAttributes = program.getAttributes();
609

M
Mr.doob 已提交
610 611
		if ( object.hasPositions ) {

612
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
613
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
614

615 616
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
617 618 619 620 621

		}

		if ( object.hasNormals ) {

622
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
623

624
			if ( ! material.isMeshPhongMaterial &&
625
				! material.isMeshStandardMaterial &&
626
				! material.isMeshNormalMaterial &&
627
				material.shading === FlatShading ) {
M
Mr.doob 已提交
628

629
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
630

631
					var array = object.normalArray;
M
Mr.doob 已提交
632

633 634 635
					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
636

637 638 639
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
640

641 642 643
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
644

645 646 647
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
648 649 650 651 652 653

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
654

655
			state.enableAttribute( programAttributes.normal );
656

657
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
658 659 660 661 662

		}

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

663
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
664
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
665

666
			state.enableAttribute( programAttributes.uv );
667

668
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
669 670 671

		}

R
Rich Harris 已提交
672
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
673

674
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
675
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
676

677
			state.enableAttribute( programAttributes.color );
678

679
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
680 681 682

		}

683
		state.disableUnusedAttributes();
684

M
Mr.doob 已提交
685 686 687 688 689 690
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
691 692
	var program, geometryProgram, updateBuffers;

693
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
694

695
		state.setMaterial( material );
M
Mr.doob 已提交
696

M
Mr.doob 已提交
697 698
		program = setProgram( camera, fog, material, object );
		geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
699

M
Mr.doob 已提交
700
		updateBuffers = false;
M
Mr.doob 已提交
701 702 703 704 705 706 707 708 709 710 711 712 713 714

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
715 716
			// TODO Remove allocations

M
Mr.doob 已提交
717 718 719 720 721 722 723 724 725
			var activeInfluences = [];

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

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

			}

726
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
727 728 729 730 731 732 733

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

734 735
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
736 737 738 739 740 741 742
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

743
					var index = influence[ 1 ];
M
Mr.doob 已提交
744

745 746
					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
747 748 749

				} else {

750 751
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
752 753 754 755 756

				}

			}

757 758 759 760 761 762
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
763
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
764 765 766 767 768

			updateBuffers = true;

		}

769 770
		//

771
		var index = geometry.index;
772
		var position = geometry.attributes.position;
773
		var rangeFactor = 1;
774

775 776
		if ( material.wireframe === true ) {

777
			index = geometries.getWireframeAttribute( geometry );
778
			rangeFactor = 2;
779 780 781

		}

M
Mr.doob 已提交
782
		var renderer = bufferRenderer;
783

784
		if ( index !== null ) {
785

786 787
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
788

789
		}
M
Mr.doob 已提交
790

791
		if ( updateBuffers ) {
M
Mr.doob 已提交
792

793
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
794

795
			if ( index !== null ) {
796

M
Mr.doob 已提交
797
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
798 799 800

			}

801
		}
802

803 804
		//

805
		var dataCount = 0;
806

M
Mr.doob 已提交
807
		if ( index !== null ) {
808

M
Mr.doob 已提交
809
			dataCount = index.count;
810

M
Mr.doob 已提交
811
		} else if ( position !== undefined ) {
812

M
Mr.doob 已提交
813
			dataCount = position.count;
814

M
Mr.doob 已提交
815
		}
816

M
Mr.doob 已提交
817 818
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
819

M
Mr.doob 已提交
820 821
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
822

M
Mr.doob 已提交
823 824
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
825 826 827

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

828 829
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
830
		//
831

832
		if ( object.isMesh ) {
833

834
			if ( material.wireframe === true ) {
835

836
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
837
				renderer.setMode( _gl.LINES );
838

839
			} else {
M
Mr.doob 已提交
840 841

				switch ( object.drawMode ) {
842

R
Rich Harris 已提交
843
					case TrianglesDrawMode:
B
Ben Adams 已提交
844 845 846
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
847
					case TriangleStripDrawMode:
B
Ben Adams 已提交
848 849 850
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
851
					case TriangleFanDrawMode:
B
Ben Adams 已提交
852 853 854 855
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
856

857
			}
858

859

860
		} else if ( object.isLine ) {
861

862
			var lineWidth = material.linewidth;
863

864
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
865

866
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
867

868
			if ( object.isLineSegments ) {
869

870
				renderer.setMode( _gl.LINES );
871

872 873 874 875
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

876
			} else {
877

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

			}
M
Mr.doob 已提交
881

882
		} else if ( object.isPoints ) {
883 884

			renderer.setMode( _gl.POINTS );
885 886

		}
887

T
Takahiro 已提交
888
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
889 890 891

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
892
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
893

J
jfranc 已提交
894
			}
895 896 897

		} else {

M
Mr.doob 已提交
898
			renderer.render( drawStart, drawCount );
899

M
Mr.doob 已提交
900 901 902 903
		}

	};

904
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
905

M
Mr.doob 已提交
906
		var extension;
B
Ben Adams 已提交
907

T
Takahiro 已提交
908
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
909

M
Mr.doob 已提交
910
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
911

M
Mr.doob 已提交
912
			if ( extension === null ) {
B
Ben Adams 已提交
913

914
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
915
				return;
B
Ben Adams 已提交
916

M
Mr.doob 已提交
917 918 919
			}

		}
B
Ben Adams 已提交
920

921 922
		if ( startIndex === undefined ) startIndex = 0;

923 924
		state.initAttributes();

925
		var geometryAttributes = geometry.attributes;
926

927
		var programAttributes = program.getAttributes();
928

929
		var materialDefaultAttributeValues = material.defaultAttributeValues;
930

931
		for ( var name in programAttributes ) {
932

933
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
934

M
Mr.doob 已提交
935
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
936

937
				var geometryAttribute = geometryAttributes[ name ];
938

M
Mr.doob 已提交
939
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
940

941
					var normalized = geometryAttribute.normalized;
942
					var size = geometryAttribute.itemSize;
943

944
					var attributeProperties = attributes.get( geometryAttribute );
945

M
Mr.doob 已提交
946
					var buffer = attributeProperties.buffer;
947 948
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
949

A
aardgoose 已提交
950
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
951

M
Mr.doob 已提交
952 953 954 955
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
956
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
957

M
Mr.doob 已提交
958
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
959

M
Mr.doob 已提交
960
							if ( geometry.maxInstancedCount === undefined ) {
961

D
dubejf 已提交
962
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
963

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

M
Mr.doob 已提交
966
						} else {
B
Ben Adams 已提交
967

M
Mr.doob 已提交
968
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
969

M
Mr.doob 已提交
970
						}
B
Ben Adams 已提交
971

M
Mr.doob 已提交
972
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
973
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
974

M
Mr.doob 已提交
975
					} else {
B
Ben Adams 已提交
976

A
aardgoose 已提交
977
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
978

M
Mr.doob 已提交
979
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
980

M
Mr.doob 已提交
981
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
982

D
dubejf 已提交
983
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
984

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

M
Mr.doob 已提交
987 988 989 990
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
991
						}
B
Ben Adams 已提交
992

M
Mr.doob 已提交
993
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
994
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
995

B
Ben Adams 已提交
996
					}
M
Mr.doob 已提交
997

998 999
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1000
					var value = materialDefaultAttributeValues[ name ];
1001

1002
					if ( value !== undefined ) {
M
Mr.doob 已提交
1003

1004
						switch ( value.length ) {
M
Mr.doob 已提交
1005

1006 1007 1008
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1009

1010 1011 1012
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1013

1014 1015 1016
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1017

1018 1019
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1020 1021

						}
M
Mr.doob 已提交
1022 1023 1024 1025 1026 1027 1028 1029

					}

				}

			}

		}
1030

1031
		state.disableUnusedAttributes();
1032

M
Mr.doob 已提交
1033 1034
	}

M
Mr.doob 已提交
1035 1036
	// Sorting

1037
	function absNumericalSort( a, b ) {
1038

1039
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1040 1041 1042

	}

M
Mr.doob 已提交
1043
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1044

U
unconed 已提交
1045
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1046

U
unconed 已提交
1047
			return a.object.renderOrder - b.object.renderOrder;
1048

1049 1050 1051 1052
		} 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
1053
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1054

M
Mr.doob 已提交
1055
			return a.material.id - b.material.id;
1056 1057

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1058

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

		} else {

1063
			return a.id - b.id;
M
Mr.doob 已提交
1064 1065 1066

		}

1067
	}
M
Mr.doob 已提交
1068

M
Mr.doob 已提交
1069
	function reversePainterSortStable( a, b ) {
1070

U
unconed 已提交
1071
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1072

U
unconed 已提交
1073
			return a.object.renderOrder - b.object.renderOrder;
1074 1075

		} if ( a.z !== b.z ) {
1076

M
Mr.doob 已提交
1077
			return b.z - a.z;
1078 1079 1080 1081 1082 1083 1084

		} else {

			return a.id - b.id;

		}

1085
	}
1086

M
Mr.doob 已提交
1087 1088 1089 1090
	// Rendering

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

1091
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1092

1093
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1094 1095 1096 1097 1098 1099
			return;

		}

		// reset caching for this frame

1100
		_currentGeometryProgram = '';
1101
		_currentMaterialId = - 1;
1102
		_currentCamera = null;
M
Mr.doob 已提交
1103 1104 1105

		// update scene graph

1106
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1107 1108 1109

		// update camera matrices and frustum

1110
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1111 1112 1113 1114 1115 1116

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1117
		lights.length = 0;
1118

M
Mr.doob 已提交
1119 1120
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1121

M
Mr.doob 已提交
1122 1123 1124
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1125
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1126
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1127

M
Mr.doob 已提交
1128
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1129

1130 1131 1132
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1133
		if ( _this.sortObjects === true ) {
1134 1135 1136

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1137

1138 1139
		}

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

T
tschw 已提交
1142
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1143

1144 1145
		setupShadows( lights );

M
Mr.doob 已提交
1146
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1147

1148 1149
		setupLights( lights, camera );

T
tschw 已提交
1150
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1151

M
Mr.doob 已提交
1152 1153
		//

M
Mr.doob 已提交
1154
		_infoRender.frame ++;
1155 1156 1157 1158
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1159

1160 1161 1162 1163 1164 1165
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1166 1167
		this.setRenderTarget( renderTarget );

M
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1168 1169 1170 1171 1172 1173
		//

		var background = scene.background;

		if ( background === null ) {

1174
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1175

T
Takahiro 已提交
1176
		} else if ( background && background.isColor ) {
1177

1178
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1179
			forceClear = true;
1180 1181 1182 1183 1184 1185 1186 1187 1188

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1189
		if ( background && background.isCubeTexture ) {
M
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1190

M
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1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

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

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
M
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1214 1215 1216


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1217
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1218

1219 1220
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1221
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1222

T
Takahiro 已提交
1223
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1224

M
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1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235
			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
1236 1237
			backgroundPlaneMesh.material.map = background;

1238 1239
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1240
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1241

M
Mr.doob 已提交
1242 1243
		}

1244
		//
M
Mr.doob 已提交
1245 1246 1247

		if ( scene.overrideMaterial ) {

1248
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1249

1250 1251
			renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			renderObjects( transparentObjects, scene, camera, overrideMaterial );
1252

M
Mr.doob 已提交
1253 1254 1255 1256
		} else {

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

R
Rich Harris 已提交
1257
			state.setBlending( NoBlending );
1258
			renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1259 1260 1261

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

1262
			renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1263 1264 1265 1266 1267

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1268
		spritePlugin.render( scene, camera );
1269
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1270 1271 1272

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

M
Mr.doob 已提交
1273 1274
		if ( renderTarget ) {

1275
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1276 1277 1278

		}

1279
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1280

1281 1282 1283
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1284 1285 1286 1287

		// _gl.finish();

	};
M
Mr.doob 已提交
1288

M
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1289 1290
	function pushRenderItem( object, geometry, material, z, group ) {

1291
		var array, index;
M
Mr.doob 已提交
1292

1293
		// allocate the next position in the appropriate array
M
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1294 1295 1296

		if ( material.transparent ) {

1297 1298
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
Mr.doob 已提交
1299 1300 1301

		} else {

1302 1303 1304 1305 1306
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1307 1308
		// recycle existing render item or grow the array

1309 1310
		var renderItem = array[ index ];

M
Mr.doob 已提交
1311
		if ( renderItem ) {
1312 1313 1314 1315 1316 1317 1318

			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
1319 1320 1321

		} else {

1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332
			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
1333 1334 1335 1336 1337

		}

	}

1338
	/*
M
Mr.doob 已提交
1339 1340
	// TODO Duplicated code (Frustum)

1341 1342
	var _sphere = new Sphere();

T
tschw 已提交
1343 1344 1345 1346 1347 1348 1349
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1350
		_sphere.copy( geometry.boundingSphere ).
1351
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367

		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
1368 1369

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1370 1371 1372 1373

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385

		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
1386
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1387 1388 1389 1390

		return true;

	}
1391
	*/
T
tschw 已提交
1392

M
Mr.doob 已提交
1393
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1394

M
Mr.doob 已提交
1395
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1396

M
Mr.doob 已提交
1397
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1398

1399 1400 1401
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1402

1403
				lights.push( object );
M
Mr.doob 已提交
1404

1405
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1406

1407
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1408 1409 1410 1411

					sprites.push( object );

				}
M
Mr.doob 已提交
1412

1413
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1414

1415
				lensFlares.push( object );
M
Mr.doob 已提交
1416

1417
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1418

M
Mr.doob 已提交
1419
				if ( sortObjects ) {
M
Mr.doob 已提交
1420

M
Mr.doob 已提交
1421 1422
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1423

1424
				}
1425

1426
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1427

1428
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1429

1430
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1431

1432
					object.skeleton.update();
1433

1434
				}
1435

1436
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1437

M
Mr.doob 已提交
1438
					if ( sortObjects ) {
1439

M
Mr.doob 已提交
1440 1441
						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );
1442

M
Mr.doob 已提交
1443
					}
1444

M
Mr.doob 已提交
1445 1446
					var geometry = objects.update( object );
					var material = object.material;
1447

M
Mr.doob 已提交
1448
					if ( Array.isArray( material ) ) {
1449

M
Mr.doob 已提交
1450
						var groups = geometry.groups;
1451

M
Mr.doob 已提交
1452
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
1453

M
Mr.doob 已提交
1454 1455
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
M
Mr.doob 已提交
1456

M
Mr.doob 已提交
1457
							if ( groupMaterial && groupMaterial.visible ) {
1458

M
Mr.doob 已提交
1459
								pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
1460

M
Mr.doob 已提交
1461
							}
M
Mr.doob 已提交
1462

M
Mr.doob 已提交
1463
						}
M
Mr.doob 已提交
1464

M
Mr.doob 已提交
1465
					} else if ( material.visible ) {
1466

M
Mr.doob 已提交
1467
						pushRenderItem( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1468

1469
					}
M
Mr.doob 已提交
1470

1471
				}
M
Mr.doob 已提交
1472

1473
			}
M
Mr.doob 已提交
1474

M
Mr.doob 已提交
1475
		}
M
Mr.doob 已提交
1476

M
Mr.doob 已提交
1477
		var children = object.children;
M
Mr.doob 已提交
1478

M
Mr.doob 已提交
1479 1480
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1481
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1482

1483
		}
1484

1485
	}
M
Mr.doob 已提交
1486

1487
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1488

M
Mr.doob 已提交
1489
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1490

1491
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1492

1493
			var object = renderItem.object;
M
Mr.doob 已提交
1494 1495 1496
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1497

1498 1499
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1500

1501
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
1502

1503
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1504

1505
				state.setMaterial( material );
M
Mr.doob 已提交
1506

1507
				var program = setProgram( camera, scene.fog, material, object );
M
Mr.doob 已提交
1508

M
Mr.doob 已提交
1509
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1510

M
Mr.doob 已提交
1511
				renderObjectImmediate( object, program, material );
1512

M
Mr.doob 已提交
1513
			} else {
M
Mr.doob 已提交
1514

1515
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1516

M
Mr.doob 已提交
1517
			}
M
Mr.doob 已提交
1518

1519
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1520 1521


1522
		}
M
Mr.doob 已提交
1523

1524
	}
G
gero3 已提交
1525

1526
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1527

1528
		var materialProperties = properties.get( material );
G
gero3 已提交
1529

T
tschw 已提交
1530
		var parameters = programCache.getParameters(
1531
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1532

G
gero3 已提交
1533
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1534

1535
		var program = materialProperties.program;
T
tschw 已提交
1536
		var programChange = true;
1537

1538
		if ( program === undefined ) {
B
Ben Adams 已提交
1539

M
Mr.doob 已提交
1540 1541
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1542

1543
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1544

M
Mr.doob 已提交
1545
			// changed glsl or parameters
1546
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1547

G
gero3 已提交
1548
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1549

T
tschw 已提交
1550
			// same glsl and uniform list
T
tschw 已提交
1551 1552
			return;

T
tschw 已提交
1553
		} else {
B
Ben Adams 已提交
1554

T
tschw 已提交
1555 1556
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1557 1558 1559

		}

1560
		if ( programChange ) {
B
Ben Adams 已提交
1561

1562
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1563

R
Rich Harris 已提交
1564
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1565

1566 1567
				materialProperties.__webglShader = {
					name: material.type,
1568
					uniforms: UniformsUtils.clone( shader.uniforms ),
1569 1570 1571
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1572

1573
			} else {
B
Ben Adams 已提交
1574

1575 1576 1577 1578 1579 1580
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1581

1582
			}
G
gero3 已提交
1583

1584
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1585

1586
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1587

1588 1589
			materialProperties.program = program;
			material.program = program;
1590 1591 1592

		}

1593
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1594 1595 1596 1597 1598

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1599
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1600

1601
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1615
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1616

1617
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1618 1619 1620 1621 1622 1623 1624 1625 1626

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1627 1628
		var uniforms = materialProperties.__webglShader.uniforms;

1629
		if ( ! material.isShaderMaterial &&
1630 1631
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1632

T
tschw 已提交
1633
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1634
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1635
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1636 1637 1638

		}

1639
		materialProperties.fog = fog;
1640

1641
		// store the light setup it was created for
1642

1643
		materialProperties.lightsHash = _lights.hash;
1644

M
Mr.doob 已提交
1645
		if ( material.lights ) {
1646 1647 1648 1649 1650 1651

			// 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;
1652
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1653
			uniforms.pointLights.value = _lights.point;
1654 1655
			uniforms.hemisphereLights.value = _lights.hemi;

1656 1657 1658 1659 1660 1661
			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;
1662
			// TODO (abelnation): add area lights shadow info to uniforms
1663

1664 1665
		}

T
tschw 已提交
1666 1667
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1668
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1669

T
tschw 已提交
1670
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1671

M
Mr.doob 已提交
1672
	}
M
Mr.doob 已提交
1673

1674
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1675 1676 1677

		_usedTextureUnits = 0;

1678
		var materialProperties = properties.get( material );
1679

T
tschw 已提交
1680 1681 1682 1683 1684
		if ( _clippingEnabled ) {

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

				var useCache =
1685 1686
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1687 1688 1689 1690

				// 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
1691
				_clipping.setState(
1692 1693
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1694 1695 1696 1697 1698

			}

		}

1699
		if ( material.needsUpdate === false ) {
1700

1701
			if ( materialProperties.program === undefined ) {
1702

1703
				material.needsUpdate = true;
1704

1705
			} else if ( material.fog && materialProperties.fog !== fog ) {
1706

M
Mr.doob 已提交
1707
				material.needsUpdate = true;
1708

1709
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1710

1711
				material.needsUpdate = true;
1712

1713
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1714
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1715
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1716 1717 1718

				material.needsUpdate = true;

1719
			}
1720 1721 1722 1723

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1724

1725
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1726 1727 1728 1729
			material.needsUpdate = false;

		}

1730
		var refreshProgram = false;
M
Mr.doob 已提交
1731
		var refreshMaterial = false;
1732
		var refreshLights = false;
M
Mr.doob 已提交
1733

1734
		var program = materialProperties.program,
1735
			p_uniforms = program.getUniforms(),
1736
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1737

1738
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1739

1740 1741
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1742

1743
			refreshProgram = true;
M
Mr.doob 已提交
1744
			refreshMaterial = true;
1745
			refreshLights = true;
M
Mr.doob 已提交
1746 1747 1748 1749 1750 1751

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1752

M
Mr.doob 已提交
1753 1754 1755 1756
			refreshMaterial = true;

		}

1757
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1758

T
tschw 已提交
1759
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1760

G
gero3 已提交
1761
			if ( capabilities.logarithmicDepthBuffer ) {
1762

T
tschw 已提交
1763
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1764
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1765 1766 1767 1768

			}


1769 1770 1771 1772 1773 1774 1775 1776 1777
			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
1778
				refreshLights = true;		// remains set until update done
1779 1780

			}
M
Mr.doob 已提交
1781

1782 1783 1784
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1785
			if ( material.isShaderMaterial ||
1786 1787 1788
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1789

T
tschw 已提交
1790 1791 1792
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1793

T
tschw 已提交
1794
					uCamPos.setValue( _gl,
1795
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1796 1797 1798 1799 1800

				}

			}

1801
			if ( material.isMeshPhongMaterial ||
1802 1803 1804 1805
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1806
				material.skinning ) {
1807

T
tschw 已提交
1808
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1809 1810 1811

			}

T
tschw 已提交
1812 1813
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1814

M
Mr.doob 已提交
1815 1816 1817 1818 1819 1820
		}

		// 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

1821
		if ( material.skinning ) {
M
Mr.doob 已提交
1822

T
tschw 已提交
1823 1824
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1825

T
tschw 已提交
1826
			var skeleton = object.skeleton;
1827

T
tschw 已提交
1828
			if ( skeleton ) {
1829

1830
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1831

T
tschw 已提交
1832
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
1833
					p_uniforms.set( _gl, skeleton, 'boneTextureSize' );
M
Mr.doob 已提交
1834

T
tschw 已提交
1835
				} else {
M
Mr.doob 已提交
1836

T
tschw 已提交
1837
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1838 1839 1840 1841 1842 1843 1844 1845 1846

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1847
			if ( material.lights ) {
M
Mr.doob 已提交
1848

1849
				// the current material requires lighting info
M
Mr.doob 已提交
1850

T
tschw 已提交
1851 1852 1853 1854 1855 1856
				// 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
1857

T
tschw 已提交
1858
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1859

T
tschw 已提交
1860
			}
G
gero3 已提交
1861

T
tschw 已提交
1862
			// refresh uniforms common to several materials
G
gero3 已提交
1863

T
tschw 已提交
1864
			if ( fog && material.fog ) {
G
gero3 已提交
1865

T
tschw 已提交
1866
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1867 1868 1869

			}

1870
			if ( material.isMeshBasicMaterial ||
1871 1872 1873
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1874
				material.isMeshNormalMaterial ||
1875
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1876 1877 1878 1879 1880 1881 1882

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1883
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1884 1885 1886

				refreshUniformsLine( m_uniforms, material );

1887
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1888 1889 1890 1891

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

1892
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1893

M
Mr.doob 已提交
1894
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1895

1896
			} else if ( material.isMeshLambertMaterial ) {
1897 1898 1899

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1900 1901 1902 1903
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1904 1905 1906 1907
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1908
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1909 1910 1911

				refreshUniformsPhysical( m_uniforms, material );

1912
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1913

1914
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1915

1916
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1917

1918 1919 1920 1921 1922 1923 1924 1925
				if ( material.displacementMap ) {

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

				}

1926
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1927

1928
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1929 1930 1931

			}

M
Mr.doob 已提交
1932 1933 1934 1935 1936 1937
			// 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
1938
			WebGLUniforms.upload(
1939
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1940 1941 1942

		}

M
Mr.doob 已提交
1943

T
tschw 已提交
1944
		// common matrices
M
Mr.doob 已提交
1945

T
tschw 已提交
1946 1947 1948
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1949

T
tschw 已提交
1950
		return program;
A
arose 已提交
1951 1952 1953

	}

M
Mr.doob 已提交
1954 1955
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1956
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1957 1958 1959

		uniforms.opacity.value = material.opacity;

1960
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1961

1962
		if ( material.emissive ) {
M
Mr.doob 已提交
1963

1964
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1965 1966 1967

		}

1968 1969 1970
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1971

1972 1973 1974 1975 1976 1977 1978
		if ( material.lightMap ) {

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

		}

1979
		if ( material.aoMap ) {
1980

1981 1982
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1983 1984 1985

		}

M
Mr.doob 已提交
1986
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1987 1988 1989 1990 1991
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1992
		// 6. emissive map
M
Mr.doob 已提交
1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2004 2005 2006 2007
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2008 2009 2010 2011 2012 2013 2014 2015
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2016 2017 2018 2019 2020 2021 2022 2023
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2024 2025 2026 2027
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2028 2029 2030 2031
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2032 2033 2034 2035
		}

		if ( uvScaleMap !== undefined ) {

2036
			// backwards compatibility
2037
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2038 2039 2040 2041 2042

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2043 2044 2045 2046 2047 2048 2049 2050
			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;
2051 2052 2053 2054 2055

		// 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
2056
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2057

2058
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2059 2060
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2061
	}
M
Mr.doob 已提交
2062

M
Mr.doob 已提交
2063
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2064 2065 2066 2067

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

M
Mr.doob 已提交
2068
	}
M
Mr.doob 已提交
2069

M
Mr.doob 已提交
2070
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2071 2072 2073 2074 2075

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

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

M
Mr.doob 已提交
2078
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2079

2080
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2081
		uniforms.opacity.value = material.opacity;
2082
		uniforms.size.value = material.size * _pixelRatio;
2083
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2084 2085 2086

		uniforms.map.value = material.map;

2087 2088 2089 2090 2091 2092 2093 2094 2095
		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
2096
	}
M
Mr.doob 已提交
2097

M
Mr.doob 已提交
2098
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2099 2100 2101

		uniforms.fogColor.value = fog.color;

2102
		if ( fog.isFog ) {
M
Mr.doob 已提交
2103 2104 2105 2106

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

2107
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2108 2109 2110 2111 2112

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2113
	}
M
Mr.doob 已提交
2114

M
Mr.doob 已提交
2115
	function refreshUniformsLambert( uniforms, material ) {
2116 2117 2118 2119 2120 2121 2122 2123 2124

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2125
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2126

2127
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2128
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2129

2130
		if ( material.emissiveMap ) {
2131

2132
			uniforms.emissiveMap.value = material.emissiveMap;
2133

2134
		}
M
Mr.doob 已提交
2135

2136 2137 2138 2139
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2140

2141
		}
M
Mr.doob 已提交
2142

2143 2144 2145 2146 2147 2148
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2149

2150 2151 2152 2153 2154
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2155

2156
		}
2157

T
Takahiro 已提交
2158 2159 2160 2161 2162 2163
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2164
		if ( material.gradientMap ) {
T
Takahiro 已提交
2165

T
Takahiro 已提交
2166
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2167 2168 2169

		}

2170 2171
	}

M
Mr.doob 已提交
2172
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225

		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
2226
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2227

2228 2229 2230
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2231 2232 2233 2234
		refreshUniformsStandard( uniforms, material );

	}

2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260
	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;

		}

	}

2261 2262
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2263
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2264

M
Mr.doob 已提交
2265
		uniforms.ambientLightColor.needsUpdate = value;
2266

B
Ben Houston 已提交
2267 2268 2269
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2270
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2271
		uniforms.hemisphereLights.needsUpdate = value;
2272

M
Mr.doob 已提交
2273
	}
2274

T
tschw 已提交
2275
	// Lighting
M
Mr.doob 已提交
2276

M
Mr.doob 已提交
2277
	function setupShadows( lights ) {
2278 2279 2280 2281 2282 2283 2284 2285 2286

		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
2287 2288
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2289 2290 2291 2292 2293 2294 2295 2296 2297

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2298
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2299

M
Mr.doob 已提交
2300
		var l, ll, light, shadow,
2301 2302 2303 2304 2305
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2306

2307
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2308

M
Mr.doob 已提交
2309 2310 2311 2312 2313
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2314 2315 2316 2317 2318 2319 2320 2321 2322

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

			light = lights[ l ];

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

2323
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2324

2325
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2326

2327 2328 2329
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2330

2331
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2332

M
Mr.doob 已提交
2333
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2334

2335
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2336
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2337
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2338 2339 2340
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2341
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2342

2343
				if ( light.castShadow ) {
M
Mr.doob 已提交
2344

M
Mr.doob 已提交
2345 2346 2347 2348 2349
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2350

2351 2352
				}

2353
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2354
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2355 2356 2357
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2358

2359
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2360

M
Mr.doob 已提交
2361
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2362 2363 2364

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

M
Mr.doob 已提交
2366 2367 2368 2369 2370 2371 2372 2373
				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 );

2374 2375
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2376
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2377

2378
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2379

2380 2381
				if ( light.castShadow ) {

M
Mr.doob 已提交
2382 2383 2384 2385 2386
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2387

2388 2389
				}

2390
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2391
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2392 2393 2394
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2395

2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425
			} 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
2426 2427 2428
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2429

2430
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2431

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

M
Mr.doob 已提交
2434 2435
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2436

M
Mr.doob 已提交
2437 2438
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2439 2440
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2441
				uniforms.shadow = light.castShadow;
2442

M
Mr.doob 已提交
2443
				if ( light.castShadow ) {
2444

M
Mr.doob 已提交
2445 2446 2447 2448 2449
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2450 2451

				}
2452

2453
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2454

2455 2456
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2457
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2458

2459 2460
				}

2461 2462 2463 2464 2465
				// 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
2466 2467 2468
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2469

2470
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2471

M
Mr.doob 已提交
2472
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2473 2474 2475 2476

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2477

M
Mr.doob 已提交
2478 2479
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2480

M
Mr.doob 已提交
2481 2482 2483
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2484 2485 2486 2487 2488

			}

		}

M
Mr.doob 已提交
2489 2490 2491
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2492

M
Mr.doob 已提交
2493 2494
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2495
		_lights.rectArea.length = rectAreaLength;
2496
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2497
		_lights.hemi.length = hemiLength;
2498

2499 2500
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2501

M
Mr.doob 已提交
2502
	}
M
Mr.doob 已提交
2503 2504 2505 2506 2507

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2508
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2509
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2510 2511 2512 2513 2514

	};

	// Textures

T
tschw 已提交
2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530
	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;

	}

2531
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2532

2533
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2534
	this.setTexture2D = ( function () {
T
tschw 已提交
2535

2536
		var warned = false;
T
tschw 已提交
2537

2538
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2539
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2540

T
Takahiro 已提交
2541
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2542

2543
				if ( ! warned ) {
T
tschw 已提交
2544

2545 2546
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2547

2548
				}
T
tschw 已提交
2549

2550
				texture = texture.texture;
T
tschw 已提交
2551

2552
			}
T
tschw 已提交
2553

2554
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2555

2556
		};
T
tschw 已提交
2557

2558
	}() );
T
tschw 已提交
2559

M
Mr.doob 已提交
2560
	this.setTexture = ( function () {
2561 2562 2563

		var warned = false;

W
WestLangley 已提交
2564
		return function setTexture( texture, slot ) {
2565 2566 2567 2568 2569 2570 2571 2572

			if ( ! warned ) {

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

			}

2573
			textures.setTexture2D( texture, slot );
2574 2575 2576 2577 2578

		};

	}() );

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

		var warned = false;

W
WestLangley 已提交
2583
		return function setTextureCube( texture, slot ) {
2584 2585

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2586
			if ( texture && texture.isWebGLRenderTargetCube ) {
2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600

				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
2601
			if ( ( texture && texture.isCubeTexture ) ||
2602
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2603 2604 2605 2606

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2607
				textures.setTextureCube( texture, slot );
2608 2609 2610 2611 2612

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2613
				textures.setTextureCubeDynamic( texture, slot );
2614 2615 2616 2617 2618 2619

			}

		};

	}() );
T
tschw 已提交
2620

M
Mr.doob 已提交
2621
	this.getCurrentRenderTarget = function () {
2622 2623 2624

		return _currentRenderTarget;

M
Michael Herzog 已提交
2625
	};
2626

2627
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2628

2629 2630
		_currentRenderTarget = renderTarget;

2631
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2632

2633
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2634 2635 2636

		}

T
Takahiro 已提交
2637
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2638
		var framebuffer;
M
Mr.doob 已提交
2639 2640 2641

		if ( renderTarget ) {

2642
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2643

M
Mr.doob 已提交
2644 2645
			if ( isCube ) {

2646
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2647 2648 2649

			} else {

2650
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2651 2652 2653

			}

2654 2655
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2656

2657
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2658 2659 2660 2661 2662

		} else {

			framebuffer = null;

2663
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2664
			_currentScissorTest = _scissorTest;
2665

2666
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2667 2668 2669

		}

M
Mr.doob 已提交
2670
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2671 2672 2673 2674 2675 2676

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

		}

2677 2678
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2679

2680
		state.viewport( _currentViewport );
2681

M
Mr.doob 已提交
2682 2683 2684
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2685
			_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
2686 2687 2688

		}

M
Mr.doob 已提交
2689 2690
	};

M
Mr.doob 已提交
2691
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2692

T
Takahiro 已提交
2693
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2694

2695
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2696
			return;
2697

G
gero3 已提交
2698
		}
2699

M
Mr.doob 已提交
2700
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2701

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

G
gero3 已提交
2704
			var restore = false;
2705

M
Mr.doob 已提交
2706
			if ( framebuffer !== _currentFramebuffer ) {
2707

M
Mr.doob 已提交
2708
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2709

G
gero3 已提交
2710
				restore = true;
2711

G
gero3 已提交
2712
			}
2713

M
Mr.doob 已提交
2714
			try {
2715

M
Mr.doob 已提交
2716
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2717 2718
				var textureFormat = texture.format;
				var textureType = texture.type;
2719

M
Mr.doob 已提交
2720
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2721

M
Mr.doob 已提交
2722 2723
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2724

M
Mr.doob 已提交
2725
				}
2726

M
Mr.doob 已提交
2727
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2728 2729
					! ( 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' ) ) ) {
2730

M
Mr.doob 已提交
2731 2732
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2733

M
Mr.doob 已提交
2734
				}
2735

M
Mr.doob 已提交
2736
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2737

2738 2739
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2740
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2741

M
Mr.doob 已提交
2742
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2743 2744

					}
2745

M
Mr.doob 已提交
2746
				} else {
M
Mr.doob 已提交
2747

M
Mr.doob 已提交
2748 2749 2750
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2751

M
Mr.doob 已提交
2752
			} finally {
M
Mr.doob 已提交
2753

M
Mr.doob 已提交
2754 2755 2756
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2757

M
Mr.doob 已提交
2758 2759 2760
				}

			}
M
Mr.doob 已提交
2761 2762 2763

		}

M
Mr.doob 已提交
2764 2765
	};

M
Mr.doob 已提交
2766 2767
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2768
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2769

2770 2771
		var extension;

R
Rich Harris 已提交
2772 2773 2774
		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
2775

R
Rich Harris 已提交
2776 2777 2778
		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
2779

R
Rich Harris 已提交
2780 2781 2782
		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
2783

R
Rich Harris 已提交
2784 2785 2786 2787
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
M
Mr.doob 已提交
2788

R
Rich Harris 已提交
2789 2790 2791 2792 2793 2794
		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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2798
			extension = extensions.get( 'OES_texture_half_float' );
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2800
			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;
2810
		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' );
2833

2834 2835 2836 2837 2838 2839 2840 2841
			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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		}

2845
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2846
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2847

2848
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2850 2851 2852 2853 2854 2855 2856 2857
			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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		}

2861
		if ( p === RGB_ETC1_Format ) {
2862

2863
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2864

2865
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2866 2867 2868

		}

2869 2870 2871
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2872

2873
			if ( extension !== null ) {
2874

2875 2876 2877 2878
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2879 2880 2881

		}

2882
		if ( p === UnsignedInt248Type ) {
2883

2884
			extension = extensions.get( 'WEBGL_depth_texture' );
2885

2886
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2887 2888 2889

		}

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		return 0;

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	}
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}
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export { WebGLRenderer };