WebGLRenderer.js 68.8 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
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 { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
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 currentRenderList = null;
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	var morphInfluences = new Float32Array( 8 );

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		// 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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	var renderLists = new WebGLRenderLists();
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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.renderLists = renderLists;
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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 () {

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

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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		this.setSize( _width, _height, false );
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	};

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		_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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		_viewport.set( x, _height - y - height, width, height )
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		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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	};

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	this.setScissor = function ( x, y, width, height ) {
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		_scissor.set( x, _height - y - height, width, height )
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
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	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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	this.getClearColor = 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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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );

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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

602
		state.initAttributes();
603

604
		var buffers = properties.get( object );
605

606 607 608 609
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
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611
		var programAttributes = program.getAttributes();
612

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		if ( object.hasPositions ) {

615
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
617

618 619
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
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620 621 622 623 624

		}

		if ( object.hasNormals ) {

625
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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626

627
			if ( ! material.isMeshPhongMaterial &&
628
				! material.isMeshStandardMaterial &&
629
				! material.isMeshNormalMaterial &&
630
				material.shading === FlatShading ) {
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631

632
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
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633

634
					var array = object.normalArray;
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635

636 637 638
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
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640 641 642
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
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643

644 645 646
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
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648 649 650
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
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651 652 653 654 655 656

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
657

658
			state.enableAttribute( programAttributes.normal );
659

660
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
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661 662 663 664 665

		}

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

666
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
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667
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
668

669
			state.enableAttribute( programAttributes.uv );
670

671
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
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		}

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675
		if ( object.hasColors && material.vertexColors !== NoColors ) {
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676

677
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
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678
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
679

680
			state.enableAttribute( programAttributes.color );
681

682
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
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683 684 685

		}

686
		state.disableUnusedAttributes();
687

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688 689 690 691 692 693
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

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	function absNumericalSort( a, b ) {

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

	}

700
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
701

702
		state.setMaterial( material );
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703

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704
		var program = setProgram( camera, fog, material, object );
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705
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
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706

M
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707
		var updateBuffers = false;
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708 709 710 711 712 713 714 715 716 717 718 719 720 721

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

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			// TODO Remove allocations

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724 725 726 727 728 729 730 731 732
			var activeInfluences = [];

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

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

			}

733
			activeInfluences.sort( absNumericalSort );
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734 735 736 737 738 739 740

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

741 742
			var morphAttributes = geometry.morphAttributes;

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743 744 745 746 747 748 749
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

750
					var index = influence[ 1 ];
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751

752 753
					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 ] );
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				} else {

757 758
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
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759 760 761 762 763

				}

			}

764 765 766 767 768 769
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

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770
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
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771 772 773 774 775

			updateBuffers = true;

		}

776 777
		//

778
		var index = geometry.index;
779
		var position = geometry.attributes.position;
780
		var rangeFactor = 1;
781

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

784
			index = geometries.getWireframeAttribute( geometry );
785
			rangeFactor = 2;
786 787 788

		}

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789
		var attribute;
M
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790
		var renderer = bufferRenderer;
791

792
		if ( index !== null ) {
793

M
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794
			attribute = attributes.get( index );
795

796
			renderer = indexedBufferRenderer;
M
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797
			renderer.setIndex( attribute );
798

799
		}
M
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800

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

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

805
			if ( index !== null ) {
806

M
Mr.doob 已提交
807
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
808 809 810

			}

811
		}
812

813 814
		//

815
		var dataCount = 0;
816

M
Mr.doob 已提交
817
		if ( index !== null ) {
818

M
Mr.doob 已提交
819
			dataCount = index.count;
820

M
Mr.doob 已提交
821
		} else if ( position !== undefined ) {
822

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

M
Mr.doob 已提交
825
		}
826

M
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827 828
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
829

M
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830 831
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
832

M
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833 834
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
835 836 837

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

838 839
		if ( drawCount === 0 ) return;

M
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840
		//
841

842
		if ( object.isMesh ) {
843

844
			if ( material.wireframe === true ) {
845

846
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
847
				renderer.setMode( _gl.LINES );
848

849
			} else {
M
Mr.doob 已提交
850 851

				switch ( object.drawMode ) {
852

R
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853
					case TrianglesDrawMode:
B
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854 855 856
						renderer.setMode( _gl.TRIANGLES );
						break;

R
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857
					case TriangleStripDrawMode:
B
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858 859 860
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
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861
					case TriangleFanDrawMode:
B
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862 863 864 865
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
866

867
			}
868

869

870
		} else if ( object.isLine ) {
871

872
			var lineWidth = material.linewidth;
873

874
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
875

876
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
877

878
			if ( object.isLineSegments ) {
879

880
				renderer.setMode( _gl.LINES );
881

882 883 884 885
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

886
			} else {
887

888
				renderer.setMode( _gl.LINE_STRIP );
889 890

			}
M
Mr.doob 已提交
891

892
		} else if ( object.isPoints ) {
893 894

			renderer.setMode( _gl.POINTS );
895 896

		}
897

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Takahiro 已提交
898
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
899 900 901

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
902
				renderer.renderInstances( geometry, drawStart, drawCount );
M
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903

J
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904
			}
905 906 907

		} else {

M
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908
			renderer.render( drawStart, drawCount );
909

M
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910 911 912 913
		}

	};

914
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
915

T
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916
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
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917

918
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
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919

920
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
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921
				return;
B
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922

M
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923 924 925
			}

		}
B
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926

927 928
		if ( startIndex === undefined ) startIndex = 0;

929 930
		state.initAttributes();

931
		var geometryAttributes = geometry.attributes;
932

933
		var programAttributes = program.getAttributes();
934

935
		var materialDefaultAttributeValues = material.defaultAttributeValues;
936

937
		for ( var name in programAttributes ) {
938

939
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
940

M
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941
			if ( programAttribute >= 0 ) {
M
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942

943
				var geometryAttribute = geometryAttributes[ name ];
944

M
Mr.doob 已提交
945
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
946

947
					var normalized = geometryAttribute.normalized;
948
					var size = geometryAttribute.itemSize;
949

M
Mr.doob 已提交
950
					var attribute = attributes.get( geometryAttribute );
951

M
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952 953 954
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
955

A
aardgoose 已提交
956
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
957

M
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958 959 960 961
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
962
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
963

964
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
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965

M
Mr.doob 已提交
966
							if ( geometry.maxInstancedCount === undefined ) {
967

D
dubejf 已提交
968
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
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
						} else {
B
Ben Adams 已提交
973

M
Mr.doob 已提交
974
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
975

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

M
Mr.doob 已提交
978
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
979
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
980

M
Mr.doob 已提交
981
					} else {
B
Ben Adams 已提交
982

A
aardgoose 已提交
983
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
984

985
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
986

M
Mr.doob 已提交
987
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
988

D
dubejf 已提交
989
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
990

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

M
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993 994 995 996
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
997
						}
B
Ben Adams 已提交
998

M
Mr.doob 已提交
999
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1000
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
1001

B
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1002
					}
M
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1003

1004 1005
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1006
					var value = materialDefaultAttributeValues[ name ];
1007

1008
					if ( value !== undefined ) {
M
Mr.doob 已提交
1009

1010
						switch ( value.length ) {
M
Mr.doob 已提交
1011

1012 1013 1014
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
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1015

1016 1017 1018
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1019

1020 1021 1022
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1023

1024 1025
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1026 1027

						}
M
Mr.doob 已提交
1028 1029 1030 1031 1032 1033 1034 1035

					}

				}

			}

		}
1036

1037
		state.disableUnusedAttributes();
1038

M
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1039 1040
	}

M
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1041
	// Compile
M
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1042

M
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1043
	this.compile = function ( scene, camera ) {
1044

M
Mr.doob 已提交
1045
		lights = [];
1046

M
Mr.doob 已提交
1047
		scene.traverse( function ( object ) {
G
gero3 已提交
1048 1049

			if ( object.isLight ) {
M
Mr.doob 已提交
1050 1051 1052

				lights.push( object );

G
gero3 已提交
1053
			}
M
Mr.doob 已提交
1054 1055 1056 1057 1058 1059 1060 1061 1062

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1063
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1064

G
gero3 已提交
1065
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1066 1067 1068

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

G
gero3 已提交
1069
					}
M
Mr.doob 已提交
1070

G
gero3 已提交
1071
				} else {
M
Mr.doob 已提交
1072 1073 1074

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

G
gero3 已提交
1075
				}
M
Mr.doob 已提交
1076

G
gero3 已提交
1077
			}
M
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1078 1079

		} );
G
gero3 已提交
1080 1081

	};
1082

M
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1083 1084 1085
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1086

0
06wj 已提交
1087
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1088

1089
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1090 1091 1092 1093 1094 1095
			return;

		}

		// reset caching for this frame

1096
		_currentGeometryProgram = '';
1097
		_currentMaterialId = - 1;
1098
		_currentCamera = null;
M
Mr.doob 已提交
1099 1100 1101

		// update scene graph

1102
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
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1103 1104 1105

		// update camera matrices and frustum

M
Mr.doob 已提交
1106 1107
		camera.onBeforeRender( _this );

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

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

M
Mr.doob 已提交
1113
		lights.length = 0;
M
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1114 1115 1116
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1117
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1118
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1119

1120 1121 1122
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1123
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1124

1125
		currentRenderList.finish();
1126

M
Mr.doob 已提交
1127
		if ( _this.sortObjects === true ) {
1128

1129
			currentRenderList.sort();
M
Mr.doob 已提交
1130

1131 1132
		}

M
Mr.doob 已提交
1133
		//
M
Mr.doob 已提交
1134

T
tschw 已提交
1135
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1136

1137 1138
		setupShadows( lights );

M
Mr.doob 已提交
1139
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1140

1141 1142
		setupLights( lights, camera );

T
tschw 已提交
1143
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1144

M
Mr.doob 已提交
1145 1146
		//

M
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1147
		_infoRender.frame ++;
1148 1149 1150 1151
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
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1152

1153 1154 1155 1156 1157 1158
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1159 1160
		this.setRenderTarget( renderTarget );

M
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1161 1162 1163 1164 1165 1166
		//

		var background = scene.background;

		if ( background === null ) {

1167
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1168

T
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1169
		} else if ( background && background.isColor ) {
1170

1171
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1172
			forceClear = true;
1173 1174 1175 1176 1177 1178 1179 1180 1181

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1182
		if ( background && background.isCubeTexture ) {
M
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1183

M
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1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206
			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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1207 1208 1209


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
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1210
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
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1211

1212 1213
			objects.update( backgroundBoxMesh );

M
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1214
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1215

T
Takahiro 已提交
1216
		} else if ( background && background.isTexture ) {
M
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1217

M
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1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228
			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
1229 1230
			backgroundPlaneMesh.material.map = background;

1231 1232
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1233
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
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1234

M
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1235 1236
		}

1237
		//
M
Mr.doob 已提交
1238

1239 1240 1241
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
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1242 1243
		if ( scene.overrideMaterial ) {

1244
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1245

M
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1246 1247
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1248

M
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1249 1250 1251 1252
		} else {

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

M
Mr.doob 已提交
1253
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
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1254 1255 1256

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

M
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1257
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1258 1259 1260 1261 1262

		}

		// custom render plugins (post pass)

M
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1263
		spritePlugin.render( scene, camera );
1264
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1265 1266 1267

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

M
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1268 1269
		if ( renderTarget ) {

1270
			textures.updateRenderTargetMipmap( renderTarget );
M
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1271 1272 1273

		}

1274
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1275

1276 1277 1278
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1279

M
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1280
		if ( camera.isArrayCamera ) {
1281 1282 1283 1284 1285

			_this.setScissorTest( false );

		}

M
Mr.doob 已提交
1286 1287
		camera.onAfterRender( _this );

M
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1288 1289 1290
		// _gl.finish();

	};
M
Mr.doob 已提交
1291

1292
	/*
M
Mr.doob 已提交
1293 1294
	// TODO Duplicated code (Frustum)

1295 1296
	var _sphere = new Sphere();

T
tschw 已提交
1297 1298 1299 1300 1301 1302 1303
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1304
		_sphere.copy( geometry.boundingSphere ).
1305
		applyMatrix4( object.matrixWorld );
M
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1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321

		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
1322 1323

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1324 1325 1326 1327

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339

		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
1340
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1341 1342 1343 1344

		return true;

	}
1345
	*/
T
tschw 已提交
1346

M
Mr.doob 已提交
1347
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1348

M
Mr.doob 已提交
1349
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1350

1351
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1352

1353
		if ( visible ) {
1354

1355
			if ( object.isLight ) {
M
Mr.doob 已提交
1356

1357
				lights.push( object );
M
Mr.doob 已提交
1358

1359
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1360

1361
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1362

1363
					sprites.push( object );
M
Mr.doob 已提交
1364

1365
				}
M
Mr.doob 已提交
1366

1367
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1368

1369
				lensFlares.push( object );
M
Mr.doob 已提交
1370

1371
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1372

1373
				if ( sortObjects ) {
M
Mr.doob 已提交
1374

1375 1376
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1377

1378
				}
M
Mr.doob 已提交
1379

1380
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1381

1382
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1383

1384
				if ( object.isSkinnedMesh ) {
1385

1386
					object.skeleton.update();
1387

1388
				}
1389

1390
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1391

1392 1393 1394 1395 1396 1397
					if ( sortObjects ) {

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

					}
1398

1399 1400
					var geometry = objects.update( object );
					var material = object.material;
1401

1402
					if ( Array.isArray( material ) ) {
1403

1404
						var groups = geometry.groups;
1405

1406
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1407

1408 1409
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1410

1411
							if ( groupMaterial && groupMaterial.visible ) {
1412

1413 1414 1415
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1416

M
Mr.doob 已提交
1417
						}
M
Mr.doob 已提交
1418

1419
					} else if ( material.visible ) {
1420

1421
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1422

1423
					}
M
Mr.doob 已提交
1424

1425
				}
M
Mr.doob 已提交
1426

1427
			}
M
Mr.doob 已提交
1428

M
Mr.doob 已提交
1429
		}
M
Mr.doob 已提交
1430

M
Mr.doob 已提交
1431
		var children = object.children;
M
Mr.doob 已提交
1432

M
Mr.doob 已提交
1433 1434
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1435
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1436

1437
		}
1438

1439
	}
M
Mr.doob 已提交
1440

1441
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1442

M
Mr.doob 已提交
1443
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1444

1445
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1446

1447
			var object = renderItem.object;
M
Mr.doob 已提交
1448 1449 1450
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1451

1452 1453
			object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1454
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1455

M
Mr.doob 已提交
1456
				var cameras = camera.cameras;
M
Mr.doob 已提交
1457

M
Mr.doob 已提交
1458
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1459

M
Mr.doob 已提交
1460 1461
					var camera2 = cameras[ j ];
					var bounds = camera2.bounds;
M
Mr.doob 已提交
1462

1463 1464 1465 1466
					var x = bounds.x * _width;
					var y = bounds.y * _height;
					var width = bounds.z * _width;
					var height = bounds.w * _height;
1467 1468 1469

					_this.setViewport( x, y, width, height );
					_this.setScissor( x, y, width, height );
1470
					_this.setScissorTest( true );
M
Mr.doob 已提交
1471

M
Mr.doob 已提交
1472
					renderObject( object, scene, camera2, geometry, material, group );
M
Mr.doob 已提交
1473

M
Mr.doob 已提交
1474
				}
1475

M
Mr.doob 已提交
1476
			} else {
M
Mr.doob 已提交
1477

M
Mr.doob 已提交
1478
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1479

M
Mr.doob 已提交
1480
			}
M
Mr.doob 已提交
1481

1482
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1483

1484
		}
M
Mr.doob 已提交
1485

1486
	}
G
gero3 已提交
1487

M
Mr.doob 已提交
1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510
	function renderObject( object, scene, camera, geometry, material, group ) {

		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

	}

1511
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1512

1513
		var materialProperties = properties.get( material );
G
gero3 已提交
1514

T
tschw 已提交
1515
		var parameters = programCache.getParameters(
1516
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1517

G
gero3 已提交
1518
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1519

1520
		var program = materialProperties.program;
T
tschw 已提交
1521
		var programChange = true;
1522

1523
		if ( program === undefined ) {
B
Ben Adams 已提交
1524

M
Mr.doob 已提交
1525 1526
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1527

1528
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1529

M
Mr.doob 已提交
1530
			// changed glsl or parameters
1531
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1532

G
gero3 已提交
1533
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1534

T
tschw 已提交
1535
			// same glsl and uniform list
T
tschw 已提交
1536 1537
			return;

T
tschw 已提交
1538
		} else {
B
Ben Adams 已提交
1539

T
tschw 已提交
1540 1541
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1542 1543 1544

		}

1545
		if ( programChange ) {
B
Ben Adams 已提交
1546

1547
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1548

R
Rich Harris 已提交
1549
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1550

1551
				materialProperties.shader = {
1552
					name: material.type,
1553
					uniforms: UniformsUtils.clone( shader.uniforms ),
1554 1555 1556
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1557

1558
			} else {
B
Ben Adams 已提交
1559

1560
				materialProperties.shader = {
1561 1562 1563 1564 1565
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1566

1567
			}
G
gero3 已提交
1568

1569
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1570

1571
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1572

1573 1574
			materialProperties.program = program;
			material.program = program;
1575 1576 1577

		}

1578
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1579 1580 1581 1582 1583

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1584
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1585

1586
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1600
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1601

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

1612
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1613

1614
		if ( ! material.isShaderMaterial &&
1615 1616
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1617

T
tschw 已提交
1618
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1619
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1620
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1621 1622 1623

		}

1624
		materialProperties.fog = fog;
1625

1626
		// store the light setup it was created for
1627

1628
		materialProperties.lightsHash = _lights.hash;
1629

M
Mr.doob 已提交
1630
		if ( material.lights ) {
1631 1632 1633 1634 1635 1636

			// 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;
1637
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1638
			uniforms.pointLights.value = _lights.point;
1639 1640
			uniforms.hemisphereLights.value = _lights.hemi;

1641 1642 1643 1644 1645 1646
			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;
1647
			// TODO (abelnation): add area lights shadow info to uniforms
1648

1649 1650
		}

T
tschw 已提交
1651 1652
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1653
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1654

T
tschw 已提交
1655
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1656

M
Mr.doob 已提交
1657
	}
M
Mr.doob 已提交
1658

1659
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1660 1661 1662

		_usedTextureUnits = 0;

1663
		var materialProperties = properties.get( material );
1664

T
tschw 已提交
1665 1666 1667 1668 1669
		if ( _clippingEnabled ) {

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

				var useCache =
1670 1671
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1672 1673 1674 1675

				// 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
1676
				_clipping.setState(
1677 1678
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1679 1680 1681 1682 1683

			}

		}

1684
		if ( material.needsUpdate === false ) {
1685

1686
			if ( materialProperties.program === undefined ) {
1687

1688
				material.needsUpdate = true;
1689

1690
			} else if ( material.fog && materialProperties.fog !== fog ) {
1691

M
Mr.doob 已提交
1692
				material.needsUpdate = true;
1693

1694
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1695

1696
				material.needsUpdate = true;
1697

1698
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1699
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1700
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1701 1702 1703

				material.needsUpdate = true;

1704
			}
1705 1706 1707 1708

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1709

1710
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1711 1712 1713 1714
			material.needsUpdate = false;

		}

1715
		var refreshProgram = false;
M
Mr.doob 已提交
1716
		var refreshMaterial = false;
1717
		var refreshLights = false;
M
Mr.doob 已提交
1718

1719
		var program = materialProperties.program,
1720
			p_uniforms = program.getUniforms(),
1721
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1722

1723
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1724

1725 1726
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1727

1728
			refreshProgram = true;
M
Mr.doob 已提交
1729
			refreshMaterial = true;
1730
			refreshLights = true;
M
Mr.doob 已提交
1731 1732 1733 1734 1735 1736

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1737

M
Mr.doob 已提交
1738 1739 1740 1741
			refreshMaterial = true;

		}

1742
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1743

M
Mr.doob 已提交
1744
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1745

G
gero3 已提交
1746
			if ( capabilities.logarithmicDepthBuffer ) {
1747

T
tschw 已提交
1748
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1749
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1750 1751 1752 1753

			}


1754 1755 1756 1757 1758 1759 1760 1761 1762
			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
1763
				refreshLights = true;		// remains set until update done
1764 1765

			}
M
Mr.doob 已提交
1766

1767 1768 1769
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1770
			if ( material.isShaderMaterial ||
1771 1772 1773
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1774

T
tschw 已提交
1775 1776 1777
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1778

T
tschw 已提交
1779
					uCamPos.setValue( _gl,
1780
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1781 1782 1783 1784 1785

				}

			}

1786
			if ( material.isMeshPhongMaterial ||
1787 1788 1789 1790
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1791
				material.skinning ) {
1792

T
tschw 已提交
1793
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1794 1795 1796

			}

M
Mr.doob 已提交
1797 1798
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1799

M
Mr.doob 已提交
1800 1801 1802 1803 1804 1805
		}

		// 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

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

T
tschw 已提交
1808 1809
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1810

T
tschw 已提交
1811
			var skeleton = object.skeleton;
1812

T
tschw 已提交
1813
			if ( skeleton ) {
1814

1815 1816
				var bones = skeleton.bones;

1817
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1818

1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

M
Mr.doob 已提交
1844 1845
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1846

T
tschw 已提交
1847
				} else {
M
Mr.doob 已提交
1848

T
tschw 已提交
1849
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1850 1851 1852 1853 1854 1855 1856 1857 1858

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1859
			if ( material.lights ) {
M
Mr.doob 已提交
1860

1861
				// the current material requires lighting info
M
Mr.doob 已提交
1862

T
tschw 已提交
1863 1864 1865 1866 1867 1868
				// 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
1869

T
tschw 已提交
1870
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1871

T
tschw 已提交
1872
			}
G
gero3 已提交
1873

T
tschw 已提交
1874
			// refresh uniforms common to several materials
G
gero3 已提交
1875

T
tschw 已提交
1876
			if ( fog && material.fog ) {
G
gero3 已提交
1877

T
tschw 已提交
1878
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1879 1880 1881

			}

1882
			if ( material.isMeshBasicMaterial ||
1883 1884 1885
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1886
				material.isMeshNormalMaterial ||
1887
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1888 1889 1890 1891 1892 1893 1894

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1895
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1896 1897 1898

				refreshUniformsLine( m_uniforms, material );

1899
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1900 1901 1902 1903

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

1904
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1905

M
Mr.doob 已提交
1906
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1907

1908
			} else if ( material.isMeshLambertMaterial ) {
1909 1910 1911

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1912 1913 1914 1915
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1916 1917 1918 1919
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1920
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1921 1922 1923

				refreshUniformsPhysical( m_uniforms, material );

1924
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1925

1926
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1927

1928
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1929

1930 1931 1932 1933 1934 1935 1936 1937
				if ( material.displacementMap ) {

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

				}

1938
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1939

1940
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1941 1942 1943

			}

M
Mr.doob 已提交
1944 1945 1946 1947 1948 1949
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
Rich Harris 已提交
1950
			WebGLUniforms.upload(
1951
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1952 1953 1954

		}

M
Mr.doob 已提交
1955

T
tschw 已提交
1956
		// common matrices
M
Mr.doob 已提交
1957

M
Mr.doob 已提交
1958 1959
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1960
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1961

T
tschw 已提交
1962
		return program;
A
arose 已提交
1963 1964 1965

	}

M
Mr.doob 已提交
1966 1967
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1968
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1969 1970 1971

		uniforms.opacity.value = material.opacity;

1972
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1973

1974
		if ( material.emissive ) {
M
Mr.doob 已提交
1975

1976
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1977 1978 1979

		}

1980 1981 1982
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1983

1984 1985 1986 1987 1988 1989 1990
		if ( material.lightMap ) {

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

		}

1991
		if ( material.aoMap ) {
1992

1993 1994
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1995 1996 1997

		}

M
Mr.doob 已提交
1998
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1999 2000 2001 2002 2003
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2004
		// 6. emissive map
M
Mr.doob 已提交
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2016 2017 2018 2019
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2020 2021 2022 2023 2024 2025 2026 2027
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2028 2029 2030 2031 2032 2033 2034 2035
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2036 2037 2038 2039
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2040 2041 2042 2043
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2044 2045 2046 2047
		}

		if ( uvScaleMap !== undefined ) {

2048
			// backwards compatibility
2049
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2050 2051 2052 2053 2054

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2055 2056 2057 2058 2059 2060 2061 2062
			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;
2063 2064 2065 2066 2067

		// 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
2068
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2069

2070
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2071 2072
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2073
	}
M
Mr.doob 已提交
2074

M
Mr.doob 已提交
2075
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2076 2077 2078 2079

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

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

M
Mr.doob 已提交
2082
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2083 2084 2085 2086 2087

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

M
Mr.doob 已提交
2088
	}
M
Mr.doob 已提交
2089

M
Mr.doob 已提交
2090
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2091

2092
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2093
		uniforms.opacity.value = material.opacity;
2094
		uniforms.size.value = material.size * _pixelRatio;
2095
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2096 2097 2098

		uniforms.map.value = material.map;

2099 2100 2101 2102 2103 2104 2105 2106 2107
		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
2108
	}
M
Mr.doob 已提交
2109

M
Mr.doob 已提交
2110
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2111 2112 2113

		uniforms.fogColor.value = fog.color;

2114
		if ( fog.isFog ) {
M
Mr.doob 已提交
2115 2116 2117 2118

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

2119
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2120 2121 2122 2123 2124

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2125
	}
M
Mr.doob 已提交
2126

M
Mr.doob 已提交
2127
	function refreshUniformsLambert( uniforms, material ) {
2128 2129 2130 2131 2132 2133 2134 2135 2136

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2137
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2138

2139
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2140
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2141

2142
		if ( material.emissiveMap ) {
2143

2144
			uniforms.emissiveMap.value = material.emissiveMap;
2145

2146
		}
M
Mr.doob 已提交
2147

2148 2149 2150 2151
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2152

2153
		}
M
Mr.doob 已提交
2154

2155 2156 2157 2158 2159 2160
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2161

2162 2163 2164 2165 2166
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2167

2168
		}
2169

T
Takahiro 已提交
2170 2171 2172 2173 2174 2175
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2176
		if ( material.gradientMap ) {
T
Takahiro 已提交
2177

T
Takahiro 已提交
2178
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2179 2180 2181

		}

2182 2183
	}

M
Mr.doob 已提交
2184
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
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 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237

		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
2238
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2239

2240 2241 2242
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2243 2244 2245 2246
		refreshUniformsStandard( uniforms, material );

	}

2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272
	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;

		}

	}

2273 2274
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2275
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2276

M
Mr.doob 已提交
2277
		uniforms.ambientLightColor.needsUpdate = value;
2278

B
Ben Houston 已提交
2279 2280 2281
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2282
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2283
		uniforms.hemisphereLights.needsUpdate = value;
2284

M
Mr.doob 已提交
2285
	}
2286

T
tschw 已提交
2287
	// Lighting
M
Mr.doob 已提交
2288

M
Mr.doob 已提交
2289
	function setupShadows( lights ) {
2290 2291 2292 2293 2294 2295 2296 2297 2298

		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
2299 2300
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2301 2302 2303 2304 2305 2306 2307 2308 2309

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2310
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2311

M
Mr.doob 已提交
2312
		var l, ll, light, shadow,
2313 2314 2315 2316 2317
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2318

2319
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2320

M
Mr.doob 已提交
2321 2322 2323 2324 2325
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2326 2327 2328 2329 2330 2331 2332 2333 2334

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

			light = lights[ l ];

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

2335
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2336

2337
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2338

2339 2340 2341
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2342

2343
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2344

M
Mr.doob 已提交
2345
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2346

2347
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2348
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2349
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2350 2351 2352
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2353
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2354

2355
				if ( light.castShadow ) {
M
Mr.doob 已提交
2356

M
Mr.doob 已提交
2357 2358 2359 2360 2361
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2362

2363 2364
				}

2365
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2366
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2367 2368 2369
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2370

2371
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2372

M
Mr.doob 已提交
2373
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2374 2375 2376

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2377

M
Mr.doob 已提交
2378 2379 2380 2381 2382 2383 2384 2385
				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 );

2386 2387
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2388
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2389

2390
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2391

2392 2393
				if ( light.castShadow ) {

M
Mr.doob 已提交
2394 2395 2396 2397 2398
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2399

2400 2401
				}

2402
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2403
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2404 2405 2406
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2407

2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437
			} 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
2438 2439 2440
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2441

2442
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2443

M
Mr.doob 已提交
2444
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2445

M
Mr.doob 已提交
2446 2447
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2448

M
Mr.doob 已提交
2449 2450
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2451 2452
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2453
				uniforms.shadow = light.castShadow;
2454

M
Mr.doob 已提交
2455
				if ( light.castShadow ) {
2456

M
Mr.doob 已提交
2457 2458 2459 2460 2461
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2462 2463

				}
2464

2465
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2466
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2467 2468 2469
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2470

2471
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2472

M
Mr.doob 已提交
2473
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2474 2475 2476 2477

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2478

M
Mr.doob 已提交
2479 2480
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2481

M
Mr.doob 已提交
2482 2483 2484
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2485 2486 2487 2488 2489

			}

		}

M
Mr.doob 已提交
2490 2491 2492
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2493

M
Mr.doob 已提交
2494 2495
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2496
		_lights.rectArea.length = rectAreaLength;
2497
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2498
		_lights.hemi.length = hemiLength;
2499

2500 2501
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2502

M
Mr.doob 已提交
2503
	}
M
Mr.doob 已提交
2504 2505 2506 2507 2508

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2509
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2510
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2511 2512 2513 2514 2515

	};

	// Textures

T
tschw 已提交
2516 2517 2518 2519 2520 2521
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2522
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2523 2524 2525 2526 2527 2528 2529 2530 2531

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2532
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2533

2534
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2535
	this.setTexture2D = ( function () {
T
tschw 已提交
2536

2537
		var warned = false;
T
tschw 已提交
2538

2539
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2540
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2541

T
Takahiro 已提交
2542
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2543

2544
				if ( ! warned ) {
T
tschw 已提交
2545

2546 2547
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2548

2549
				}
T
tschw 已提交
2550

2551
				texture = texture.texture;
T
tschw 已提交
2552

2553
			}
T
tschw 已提交
2554

2555
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2556

2557
		};
T
tschw 已提交
2558

2559
	}() );
T
tschw 已提交
2560

M
Mr.doob 已提交
2561
	this.setTexture = ( function () {
2562 2563 2564

		var warned = false;

W
WestLangley 已提交
2565
		return function setTexture( texture, slot ) {
2566 2567 2568 2569 2570 2571 2572 2573

			if ( ! warned ) {

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

			}

2574
			textures.setTexture2D( texture, slot );
2575 2576 2577 2578 2579

		};

	}() );

M
Mr.doob 已提交
2580
	this.setTextureCube = ( function () {
2581 2582 2583

		var warned = false;

W
WestLangley 已提交
2584
		return function setTextureCube( texture, slot ) {
2585 2586

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2587
			if ( texture && texture.isWebGLRenderTargetCube ) {
2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601

				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
2602
			if ( ( texture && texture.isCubeTexture ) ||
2603
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2604 2605 2606 2607

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2608
				textures.setTextureCube( texture, slot );
2609 2610 2611 2612 2613

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2614
				textures.setTextureCubeDynamic( texture, slot );
2615 2616 2617 2618 2619 2620

			}

		};

	}() );
T
tschw 已提交
2621

2622
	this.getRenderTarget = function () {
2623 2624 2625

		return _currentRenderTarget;

M
Michael Herzog 已提交
2626
	};
2627

2628
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2629

2630 2631
		_currentRenderTarget = renderTarget;

2632
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2633

2634
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2635 2636 2637

		}

T
Takahiro 已提交
2638
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2639
		var framebuffer;
M
Mr.doob 已提交
2640 2641 2642

		if ( renderTarget ) {

2643
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2644

M
Mr.doob 已提交
2645 2646
			if ( isCube ) {

2647
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2648 2649 2650

			} else {

2651
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2652 2653 2654

			}

2655 2656
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2657

2658
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2659 2660 2661 2662 2663

		} else {

			framebuffer = null;

2664
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2665
			_currentScissorTest = _scissorTest;
2666

2667
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2668 2669 2670

		}

M
Mr.doob 已提交
2671
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2672 2673 2674 2675 2676 2677

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

		}

2678 2679
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2680

0
06wj 已提交
2681
		state.viewport( _currentViewport );
2682

M
Mr.doob 已提交
2683 2684 2685
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2686
			_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
2687 2688 2689

		}

M
Mr.doob 已提交
2690 2691
	};

M
Mr.doob 已提交
2692
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2693

0
06wj 已提交
2694
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2695

2696
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2697
			return;
2698

G
gero3 已提交
2699
		}
2700

M
Mr.doob 已提交
2701
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2702

M
Mr.doob 已提交
2703
		if ( framebuffer ) {
2704

G
gero3 已提交
2705
			var restore = false;
2706

M
Mr.doob 已提交
2707
			if ( framebuffer !== _currentFramebuffer ) {
2708

M
Mr.doob 已提交
2709
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2710

G
gero3 已提交
2711
				restore = true;
2712

G
gero3 已提交
2713
			}
2714

M
Mr.doob 已提交
2715
			try {
2716

M
Mr.doob 已提交
2717
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2718 2719
				var textureFormat = texture.format;
				var textureType = texture.type;
2720

M
Mr.doob 已提交
2721
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2722

M
Mr.doob 已提交
2723 2724
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2725

M
Mr.doob 已提交
2726
				}
2727

M
Mr.doob 已提交
2728
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2729 2730
					! ( 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' ) ) ) {
2731

M
Mr.doob 已提交
2732 2733
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2734

M
Mr.doob 已提交
2735
				}
2736

M
Mr.doob 已提交
2737
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2738

2739 2740
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2741
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2742

M
Mr.doob 已提交
2743
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2744 2745

					}
2746

M
Mr.doob 已提交
2747
				} else {
M
Mr.doob 已提交
2748

M
Mr.doob 已提交
2749 2750 2751
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2752

M
Mr.doob 已提交
2753
			} finally {
M
Mr.doob 已提交
2754

M
Mr.doob 已提交
2755 2756 2757
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2758

M
Mr.doob 已提交
2759 2760 2761
				}

			}
M
Mr.doob 已提交
2762 2763 2764

		}

M
Mr.doob 已提交
2765 2766
	};

M
Mr.doob 已提交
2767 2768
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2769
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2770

2771 2772
		var extension;

R
Rich Harris 已提交
2773 2774 2775
		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
2776

R
Rich Harris 已提交
2777 2778 2779
		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
2780

R
Rich Harris 已提交
2781 2782 2783
		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
2784

R
Rich Harris 已提交
2785 2786 2787 2788
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
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		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
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		if ( p === HalfFloatType ) {
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			extension = extensions.get( 'OES_texture_half_float' );
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			if ( extension !== null ) return extension.HALF_FLOAT_OES;
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		}

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

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

			}
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		}

2846
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2847
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
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2849
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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			if ( extension !== null ) {

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

			}
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		}

2862
		if ( p === RGB_ETC1_Format ) {
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2864
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
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2866
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
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		}

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		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
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2874
			if ( extension !== null ) {
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				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
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		}

2883
		if ( p === UnsignedInt248Type ) {
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2885
			extension = extensions.get( 'WEBGL_depth_texture' );
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2887
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
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		}

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		return 0;

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	}
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}
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export { WebGLRenderer };