WebGLRenderer.js 65.7 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, DoubleSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { Matrix4 } from '../math/Matrix4';
import { WebGLUniforms } from './webgl/WebGLUniforms';
import { UniformsUtils } from './shaders/UniformsUtils';
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/BoxBufferGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneBufferGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
import { WebGLLights } from './webgl/WebGLLights';
import { WebGLPrograms } from './webgl/WebGLPrograms';
import { WebGLObjects } from './webgl/WebGLObjects';
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';
import { Sphere } from '../math/Sphere';
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,
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	_depth = parameters.depth !== undefined ? parameters.depth : true,
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	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
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	var lights = [];
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	var opaqueObjects = [];
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	var opaqueObjectsLastIndex = - 1;
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	var transparentObjects = [];
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	var transparentObjectsLastIndex = - 1;
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	var morphInfluences = new Float32Array( 8 );

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

	// internal state cache

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

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	_currentScissor = new Vector4(),
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	_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 ),
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	_clearAlpha = 0,

	_width = _canvas.width,
	_height = _canvas.height,

	_pixelRatio = 1,

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	_scissor = new Vector4( 0, 0, _width, _height ),
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	_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(),
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	_clippingEnabled = false,
	_localClippingEnabled = false,

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	_sphere = new Sphere(),
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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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	// light arrays cache

	_lights = {

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		hash: '',

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		ambient: [ 0, 0, 0 ],
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		directional: [],
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		directionalShadowMap: [],
		directionalShadowMatrix: [],
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		spot: [],
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		spotShadowMap: [],
		spotShadowMatrix: [],
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		point: [],
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		pointShadowMap: [],
		pointShadowMatrix: [],
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		hemi: [],

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		shadows: []
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	},

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	// info

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

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	};

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	this.info = {
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		render: _infoRender,
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		memory: {

			geometries: 0,
			textures: 0

		},
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// 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 );
	var properties = new WebGLProperties();
	var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info );
	var objects = new WebGLObjects( _gl, properties, this.info );
	var programCache = new WebGLPrograms( this, capabilities );
	var lightCache = new WebGLLights();
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	this.info.programs = programCache.programs;

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

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	var backgroundCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
	var backgroundCamera2 = new PerspectiveCamera();
	var backgroundPlaneMesh = new Mesh(
		new PlaneBufferGeometry( 2, 2 ),
		new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
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	);
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	var backgroundBoxShader = ShaderLib[ 'cube' ];
	var backgroundBoxMesh = new Mesh(
		new BoxBufferGeometry( 5, 5, 5 ),
		new ShaderMaterial( {
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			uniforms: backgroundBoxShader.uniforms,
			vertexShader: backgroundBoxShader.vertexShader,
			fragmentShader: backgroundBoxShader.fragmentShader,
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			side: BackSide,
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			depthTest: false,
			depthWrite: false,
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			fog: false
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		} )
	);

	//

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

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		transparentObjects = [];
		transparentObjectsLastIndex = -1;
		opaqueObjects = [];
		opaqueObjectsLastIndex = -1;

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

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

		properties.delete( 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

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

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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
606

607
		var attributes = program.getAttributes();
608

M
Mr.doob 已提交
609 610
		if ( object.hasPositions ) {

611
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
612
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
613

614 615
			state.enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
616 617 618 619 620

		}

		if ( object.hasNormals ) {

621
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
622

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

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

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

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

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

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

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

				}

			}

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

653
			state.enableAttribute( attributes.normal );
654

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

		}

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

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

664
			state.enableAttribute( attributes.uv );
665

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

		}

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

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

675
			state.enableAttribute( attributes.color );
676

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

		}

681
		state.disableUnusedAttributes();
682

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

		object.count = 0;

	};

689
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
690

M
Mr.doob 已提交
691 692
		setMaterial( material );

693
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
694

M
Mr.doob 已提交
695 696
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

			var activeInfluences = [];

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

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

			}

720
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
721 722 723 724 725 726 727

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

728 729
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
730 731 732 733 734 735 736
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

737
					var index = influence[ 1 ];
M
Mr.doob 已提交
738

739 740
					if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
					if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
M
Mr.doob 已提交
741 742 743

				} else {

744 745
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
746 747 748 749 750

				}

			}

751 752 753 754 755 756
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

T
tschw 已提交
757 758
			program.getUniforms().setValue(
					_gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
759 760 761 762 763

			updateBuffers = true;

		}

764 765
		//

766
		var index = geometry.index;
767
		var position = geometry.attributes.position;
768
		var rangeFactor = 1;
769

770 771
		if ( material.wireframe === true ) {

772
			index = objects.getWireframeAttribute( geometry );
773
			rangeFactor = 2;
774 775 776

		}

777 778
		var renderer;

779
		if ( index !== null ) {
780

781 782
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
783

784
		} else {
785

786
			renderer = bufferRenderer;
787

788
		}
M
Mr.doob 已提交
789

790
		if ( updateBuffers ) {
M
Mr.doob 已提交
791

792
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
793

794
			if ( index !== null ) {
795

796
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
797 798 799

			}

800
		}
801

802 803
		//

804
		var dataCount = 0;
805

M
Mr.doob 已提交
806
		if ( index !== null ) {
807

M
Mr.doob 已提交
808
			dataCount = index.count;
809

M
Mr.doob 已提交
810
		} else if ( position !== undefined ) {
811

M
Mr.doob 已提交
812
			dataCount = position.count;
813

M
Mr.doob 已提交
814
		}
815

M
Mr.doob 已提交
816 817
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
818

M
Mr.doob 已提交
819 820
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
821

M
Mr.doob 已提交
822 823
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
824 825 826

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

827 828
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
829
		//
830

831
		if ( object.isMesh ) {
832

833
			if ( material.wireframe === true ) {
834

835
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
836
				renderer.setMode( _gl.LINES );
837

838
			} else {
M
Mr.doob 已提交
839 840

				switch ( object.drawMode ) {
841

R
Rich Harris 已提交
842
					case TrianglesDrawMode:
B
Ben Adams 已提交
843 844 845
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
846
					case TriangleStripDrawMode:
B
Ben Adams 已提交
847 848 849
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
850
					case TriangleFanDrawMode:
B
Ben Adams 已提交
851 852 853 854
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
855

856
			}
857

858

859
		} else if ( object.isLine ) {
860

861
			var lineWidth = material.linewidth;
862

863
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
864

865
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
866

867
			if ( object.isLineSegments ) {
868

869
				renderer.setMode( _gl.LINES );
870

871
			} else {
872

873
				renderer.setMode( _gl.LINE_STRIP );
874 875

			}
M
Mr.doob 已提交
876

877
		} else if ( object.isPoints ) {
878 879

			renderer.setMode( _gl.POINTS );
880 881

		}
882

T
Takahiro 已提交
883
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
884 885 886

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
887
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
888

J
jfranc 已提交
889
			}
890 891 892

		} else {

M
Mr.doob 已提交
893
			renderer.render( drawStart, drawCount );
894

M
Mr.doob 已提交
895 896 897 898
		}

	};

899
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
900

M
Mr.doob 已提交
901
		var extension;
B
Ben Adams 已提交
902

T
Takahiro 已提交
903
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
904

M
Mr.doob 已提交
905
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
906

M
Mr.doob 已提交
907
			if ( extension === null ) {
B
Ben Adams 已提交
908

909
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
910
				return;
B
Ben Adams 已提交
911

M
Mr.doob 已提交
912 913 914
			}

		}
B
Ben Adams 已提交
915

916 917
		if ( startIndex === undefined ) startIndex = 0;

918 919
		state.initAttributes();

920
		var geometryAttributes = geometry.attributes;
921

922
		var programAttributes = program.getAttributes();
923

924
		var materialDefaultAttributeValues = material.defaultAttributeValues;
925

926
		for ( var name in programAttributes ) {
927

928
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
929

M
Mr.doob 已提交
930
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
931

932
				var geometryAttribute = geometryAttributes[ name ];
933

M
Mr.doob 已提交
934
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
935

936
					var normalized = geometryAttribute.normalized;
937
					var size = geometryAttribute.itemSize;
938

939
					var attributeProperties = objects.getAttributeProperties( geometryAttribute );
940

941 942 943
					var buffer = attributeProperties.__webglBuffer;
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
944

A
aardgoose 已提交
945
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
946

M
Mr.doob 已提交
947 948 949 950
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
951
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
952

M
Mr.doob 已提交
953
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
954

M
Mr.doob 已提交
955
							if ( geometry.maxInstancedCount === undefined ) {
956

D
dubejf 已提交
957
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
958

M
Mr.doob 已提交
959
							}
B
Ben Adams 已提交
960

M
Mr.doob 已提交
961
						} else {
B
Ben Adams 已提交
962

M
Mr.doob 已提交
963
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
964

M
Mr.doob 已提交
965
						}
B
Ben Adams 已提交
966

M
Mr.doob 已提交
967
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
968
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
969

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

A
aardgoose 已提交
972
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
973

M
Mr.doob 已提交
974
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
975

M
Mr.doob 已提交
976
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
977

D
dubejf 已提交
978
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
979

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

M
Mr.doob 已提交
982 983 984 985
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
986
						}
B
Ben Adams 已提交
987

M
Mr.doob 已提交
988
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
989
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
990

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

993 994
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
995
					var value = materialDefaultAttributeValues[ name ];
996

997
					if ( value !== undefined ) {
M
Mr.doob 已提交
998

999
						switch ( value.length ) {
M
Mr.doob 已提交
1000

1001 1002 1003
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1004

1005 1006 1007
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1008

1009 1010 1011
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1012

1013 1014
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1015 1016

						}
M
Mr.doob 已提交
1017 1018 1019 1020 1021 1022 1023 1024

					}

				}

			}

		}
1025

1026
		state.disableUnusedAttributes();
1027

M
Mr.doob 已提交
1028 1029
	}

M
Mr.doob 已提交
1030 1031
	// Sorting

1032
	function absNumericalSort( a, b ) {
1033

1034
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1035 1036 1037

	}

M
Mr.doob 已提交
1038
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1039

U
unconed 已提交
1040
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1041

U
unconed 已提交
1042
			return a.object.renderOrder - b.object.renderOrder;
1043

1044 1045 1046 1047
		} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {

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

M
Mr.doob 已提交
1048
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1049

M
Mr.doob 已提交
1050
			return a.material.id - b.material.id;
1051 1052

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1053

M
Mr.doob 已提交
1054
			return a.z - b.z;
M
Mr.doob 已提交
1055 1056 1057

		} else {

1058
			return a.id - b.id;
M
Mr.doob 已提交
1059 1060 1061

		}

1062
	}
M
Mr.doob 已提交
1063

M
Mr.doob 已提交
1064
	function reversePainterSortStable( a, b ) {
1065

U
unconed 已提交
1066
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1067

U
unconed 已提交
1068
			return a.object.renderOrder - b.object.renderOrder;
1069 1070

		} if ( a.z !== b.z ) {
1071

M
Mr.doob 已提交
1072
			return b.z - a.z;
1073 1074 1075 1076 1077 1078 1079

		} else {

			return a.id - b.id;

		}

1080
	}
1081

M
Mr.doob 已提交
1082 1083 1084 1085
	// Rendering

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

1086
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1087

1088
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1089 1090 1091 1092 1093 1094
			return;

		}

		// reset caching for this frame

1095
		_currentGeometryProgram = '';
1096
		_currentMaterialId = - 1;
1097
		_currentCamera = null;
M
Mr.doob 已提交
1098 1099 1100

		// update scene graph

1101
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1102 1103 1104

		// update camera matrices and frustum

1105
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1106 1107 1108 1109 1110 1111

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1112
		lights.length = 0;
1113

M
Mr.doob 已提交
1114 1115
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1116

M
Mr.doob 已提交
1117 1118 1119
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1120
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1121
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1122

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

1125 1126 1127
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1128
		if ( _this.sortObjects === true ) {
1129 1130 1131

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1132

1133 1134
		}

M
Mr.doob 已提交
1135
		//
M
Mr.doob 已提交
1136

T
tschw 已提交
1137
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1138

1139 1140
		setupShadows( lights );

M
Mr.doob 已提交
1141
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1142

1143 1144
		setupLights( lights, camera );

T
tschw 已提交
1145
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1146

M
Mr.doob 已提交
1147 1148
		//

1149 1150 1151 1152
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1153

1154 1155 1156 1157 1158 1159
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1160 1161
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1162 1163 1164 1165 1166 1167
		//

		var background = scene.background;

		if ( background === null ) {

1168
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1169

T
Takahiro 已提交
1170
		} else if ( background && background.isColor ) {
1171

1172
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1173
			forceClear = true;
1174 1175 1176 1177 1178 1179 1180 1181 1182

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1183
		if ( background && background.isCubeTexture ) {
M
Mr.doob 已提交
1184

1185
			backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
M
Mr.doob 已提交
1186 1187 1188 1189 1190 1191 1192

			backgroundCamera2.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundCamera2.matrixWorldInverse.getInverse( backgroundCamera2.matrixWorld );

			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundCamera2.matrixWorldInverse, backgroundBoxMesh.matrixWorld );

1193 1194
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1195 1196
			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

T
Takahiro 已提交
1197
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1198 1199 1200

			backgroundPlaneMesh.material.map = background;

1201 1202
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1203 1204
			_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

M
Mr.doob 已提交
1205 1206
		}

1207
		//
M
Mr.doob 已提交
1208 1209 1210

		if ( scene.overrideMaterial ) {

1211
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1212

1213 1214
			renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			renderObjects( transparentObjects, scene, camera, overrideMaterial );
1215

M
Mr.doob 已提交
1216 1217 1218 1219
		} else {

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

R
Rich Harris 已提交
1220
			state.setBlending( NoBlending );
1221
			renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1222 1223 1224

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

1225
			renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1226 1227 1228 1229 1230

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1231
		spritePlugin.render( scene, camera );
1232
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1233 1234 1235

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

M
Mr.doob 已提交
1236 1237
		if ( renderTarget ) {

1238
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1239 1240 1241

		}

1242
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1243

M
Mr.doob 已提交
1244 1245
		state.setDepthTest( true );
		state.setDepthWrite( true );
1246
		state.setColorWrite( true );
M
Mr.doob 已提交
1247 1248 1249 1250

		// _gl.finish();

	};
M
Mr.doob 已提交
1251

M
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1252 1253
	function pushRenderItem( object, geometry, material, z, group ) {

1254
		var array, index;
M
Mr.doob 已提交
1255

1256
		// allocate the next position in the appropriate array
M
Mr.doob 已提交
1257 1258 1259

		if ( material.transparent ) {

1260 1261
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
Mr.doob 已提交
1262 1263 1264

		} else {

1265 1266 1267 1268 1269
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1270 1271
		// recycle existing render item or grow the array

1272 1273 1274 1275 1276 1277 1278 1279 1280 1281
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
Mr.doob 已提交
1282 1283 1284

		} else {

1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
Mr.doob 已提交
1296 1297 1298 1299 1300

		}

	}

M
Mr.doob 已提交
1301 1302
	// TODO Duplicated code (Frustum)

T
tschw 已提交
1303 1304 1305 1306 1307 1308 1309
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327
		_sphere.copy( geometry.boundingSphere ).
			applyMatrix4( object.matrixWorld );

		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
1328 1329

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1330 1331 1332 1333

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345

		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
1346
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1347 1348 1349 1350 1351

		return true;

	}

1352
	function projectObject( object, camera ) {
M
Mr.doob 已提交
1353

M
Mr.doob 已提交
1354
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1355

1356
		var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
M
Mr.doob 已提交
1357

1358 1359 1360
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1361

1362
				lights.push( object );
M
Mr.doob 已提交
1363

1364
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1365

M
Mr.doob 已提交
1366
				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
1367 1368 1369 1370

					sprites.push( object );

				}
M
Mr.doob 已提交
1371

1372
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1373

1374
				lensFlares.push( object );
M
Mr.doob 已提交
1375

1376
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1377

1378
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1379

1380 1381
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1382

1383
				}
1384

1385
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1386

1387
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1388

1389
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1390

1391
					object.skeleton.update();
1392

1393
				}
1394

T
tschw 已提交
1395
				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
1396

1397
					var material = object.material;
1398

1399
					if ( material.visible === true ) {
M
Mr.doob 已提交
1400

1401
						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1402

1403 1404 1405 1406
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
Mr.doob 已提交
1407

1408
						var geometry = objects.update( object );
M
Mr.doob 已提交
1409

1410
						if ( material.isMultiMaterial ) {
1411

1412 1413
							var groups = geometry.groups;
							var materials = material.materials;
1414

1415
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1416

1417 1418
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1419

1420
								if ( groupMaterial.visible === true ) {
1421

1422 1423 1424
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1425

M
Mr.doob 已提交
1426
							}
M
Mr.doob 已提交
1427

1428
						} else {
M
Mr.doob 已提交
1429

1430
							pushRenderItem( object, geometry, material, _vector3.z, null );
1431

1432
						}
O
OpenShift guest 已提交
1433

1434
					}
M
Mr.doob 已提交
1435

1436
				}
M
Mr.doob 已提交
1437

1438
			}
M
Mr.doob 已提交
1439

M
Mr.doob 已提交
1440
		}
M
Mr.doob 已提交
1441

M
Mr.doob 已提交
1442
		var children = object.children;
M
Mr.doob 已提交
1443

M
Mr.doob 已提交
1444 1445
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1446
			projectObject( children[ i ], camera );
M
Mr.doob 已提交
1447

1448
		}
1449

1450
	}
M
Mr.doob 已提交
1451

1452
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1453

M
Mr.doob 已提交
1454
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1455

1456
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1457

1458
			var object = renderItem.object;
M
Mr.doob 已提交
1459 1460 1461
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1462

1463 1464
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1465

1466
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
1467

1468
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1469

M
Mr.doob 已提交
1470
				setMaterial( material );
M
Mr.doob 已提交
1471

1472
				var program = setProgram( camera, scene.fog, material, object );
M
Mr.doob 已提交
1473

M
Mr.doob 已提交
1474
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1475

M
Mr.doob 已提交
1476
				object.render( function ( object ) {
M
Mr.doob 已提交
1477

M
Mr.doob 已提交
1478
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1479

M
Mr.doob 已提交
1480
				} );
1481

M
Mr.doob 已提交
1482
			} else {
M
Mr.doob 已提交
1483

1484
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1485

M
Mr.doob 已提交
1486
			}
M
Mr.doob 已提交
1487

1488
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1489 1490


1491
		}
M
Mr.doob 已提交
1492

1493
	}
G
gero3 已提交
1494

1495
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1496

1497
		var materialProperties = properties.get( material );
G
gero3 已提交
1498

T
tschw 已提交
1499
		var parameters = programCache.getParameters(
1500
				material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1501

G
gero3 已提交
1502
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1503

1504
		var program = materialProperties.program;
T
tschw 已提交
1505
		var programChange = true;
1506

1507
		if ( program === undefined ) {
B
Ben Adams 已提交
1508

M
Mr.doob 已提交
1509 1510
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1511

1512
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1513

M
Mr.doob 已提交
1514
			// changed glsl or parameters
1515
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1516

G
gero3 已提交
1517
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1518

T
tschw 已提交
1519
			// same glsl and uniform list
T
tschw 已提交
1520 1521
			return;

T
tschw 已提交
1522
		} else {
B
Ben Adams 已提交
1523

T
tschw 已提交
1524 1525
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1526 1527 1528

		}

1529
		if ( programChange ) {
B
Ben Adams 已提交
1530

1531
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1532

R
Rich Harris 已提交
1533
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1534

1535 1536
				materialProperties.__webglShader = {
					name: material.type,
R
Rich Harris 已提交
1537
					uniforms: UniformsUtils.clone( shader.uniforms ),
1538 1539 1540
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1541

1542
			} else {
B
Ben Adams 已提交
1543

1544 1545 1546 1547 1548 1549
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1550

1551
			}
G
gero3 已提交
1552

1553
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1554

1555
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1556

1557 1558
			materialProperties.program = program;
			material.program = program;
1559 1560 1561

		}

1562
		var attributes = program.getAttributes();
M
Mr.doob 已提交
1563 1564 1565 1566 1567

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1568
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1569

M
Mr.doob 已提交
1570
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

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

M
Mr.doob 已提交
1586
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1587 1588 1589 1590 1591 1592 1593 1594 1595

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1596 1597
		var uniforms = materialProperties.__webglShader.uniforms;

1598
		if ( ! material.isShaderMaterial &&
1599
		     ! material.isRawShaderMaterial ||
1600
		       material.clipping === true ) {
T
tschw 已提交
1601

T
tschw 已提交
1602
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1603
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1604
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1605 1606 1607

		}

1608
		materialProperties.fog = fog;
1609

1610
		// store the light setup it was created for
1611

1612
		materialProperties.lightsHash = _lights.hash;
1613

M
Mr.doob 已提交
1614
		if ( material.lights ) {
1615 1616 1617 1618 1619 1620

			// 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;
M
Mr.doob 已提交
1621
			uniforms.pointLights.value = _lights.point;
1622 1623
			uniforms.hemisphereLights.value = _lights.hemi;

1624 1625 1626 1627 1628 1629
			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;
1630

1631 1632
		}

T
tschw 已提交
1633 1634
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
R
Rich Harris 已提交
1635
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1636

T
tschw 已提交
1637
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1638

M
Mr.doob 已提交
1639
	}
M
Mr.doob 已提交
1640

1641 1642
	function setMaterial( material ) {

M
Mr.doob 已提交
1643 1644 1645
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1646

R
Rich Harris 已提交
1647
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1648

M
Mr.doob 已提交
1649 1650 1651
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1652

B
Ben Adams 已提交
1653
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1654 1655
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1656
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1657
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1658 1659 1660

	}

1661
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1662 1663 1664

		_usedTextureUnits = 0;

1665
		var materialProperties = properties.get( material );
1666

T
tschw 已提交
1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677
		if ( _clippingEnabled ) {

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

				var useCache =
						camera === _currentCamera &&
						material.id === _currentMaterialId;

				// 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
1678
				_clipping.setState(
1679
						material.clippingPlanes, material.clipIntersection, material.clipShadows,
T
tschw 已提交
1680 1681 1682 1683 1684 1685
						camera, materialProperties, useCache );

			}

		}

1686
		if ( material.needsUpdate === false ) {
1687

1688
			if ( materialProperties.program === undefined ) {
1689

1690
				material.needsUpdate = true;
1691

1692
			} else if ( material.fog && materialProperties.fog !== fog ) {
1693

M
Mr.doob 已提交
1694
				material.needsUpdate = true;
1695

1696
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1697

1698
				material.needsUpdate = true;
1699

1700
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1701
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
1702
 				  materialProperties.numIntersection  !== _clipping.numIntersection ) ) {
1703 1704 1705

				material.needsUpdate = true;

1706
			}
1707 1708 1709 1710

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1711

1712
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1713 1714 1715 1716
			material.needsUpdate = false;

		}

1717
		var refreshProgram = false;
M
Mr.doob 已提交
1718
		var refreshMaterial = false;
1719
		var refreshLights = false;
M
Mr.doob 已提交
1720

1721
		var program = materialProperties.program,
1722
			p_uniforms = program.getUniforms(),
1723
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1724

1725
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1726

1727 1728
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1729

1730
			refreshProgram = true;
M
Mr.doob 已提交
1731
			refreshMaterial = true;
1732
			refreshLights = true;
M
Mr.doob 已提交
1733 1734 1735 1736 1737 1738

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1739

M
Mr.doob 已提交
1740 1741 1742 1743
			refreshMaterial = true;

		}

1744
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1745

T
tschw 已提交
1746
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1747

G
gero3 已提交
1748
			if ( capabilities.logarithmicDepthBuffer ) {
1749

T
tschw 已提交
1750 1751
				p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1752 1753 1754 1755

			}


1756 1757 1758 1759 1760 1761 1762 1763 1764
			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
1765
				refreshLights = true;		// remains set until update done
1766 1767

			}
M
Mr.doob 已提交
1768

1769 1770 1771
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1772 1773 1774 1775
			if ( material.isShaderMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.envMap ) {
1776

T
tschw 已提交
1777 1778 1779
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1780

T
tschw 已提交
1781 1782
					uCamPos.setValue( _gl,
							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1783 1784 1785 1786 1787

				}

			}

1788 1789 1790 1791 1792 1793
			if ( material.isMeshPhongMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshBasicMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isShaderMaterial ||
			     material.skinning ) {
1794

T
tschw 已提交
1795
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1796 1797 1798

			}

T
tschw 已提交
1799 1800
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1801

M
Mr.doob 已提交
1802 1803 1804 1805 1806 1807 1808 1809
		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

		if ( material.skinning ) {

T
tschw 已提交
1810 1811
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1812

T
tschw 已提交
1813
			var skeleton = object.skeleton;
1814

T
tschw 已提交
1815
			if ( skeleton ) {
1816

T
tschw 已提交
1817
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1818

T
tschw 已提交
1819 1820 1821
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
Mr.doob 已提交
1822

T
tschw 已提交
1823
				} else {
M
Mr.doob 已提交
1824

T
tschw 已提交
1825
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1826 1827 1828 1829 1830 1831 1832 1833 1834

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1835
			if ( material.lights ) {
M
Mr.doob 已提交
1836

1837
				// the current material requires lighting info
M
Mr.doob 已提交
1838

T
tschw 已提交
1839 1840 1841 1842 1843 1844
				// 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
1845

T
tschw 已提交
1846
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1847

T
tschw 已提交
1848
			}
G
gero3 已提交
1849

T
tschw 已提交
1850
			// refresh uniforms common to several materials
G
gero3 已提交
1851

T
tschw 已提交
1852
			if ( fog && material.fog ) {
G
gero3 已提交
1853

T
tschw 已提交
1854
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1855 1856 1857

			}

1858 1859 1860 1861 1862
			if ( material.isMeshBasicMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1863 1864 1865 1866 1867 1868 1869

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1870
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1871 1872 1873

				refreshUniformsLine( m_uniforms, material );

1874
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1875 1876 1877 1878

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

1879
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1880

M
Mr.doob 已提交
1881
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1882

1883
			} else if ( material.isMeshLambertMaterial ) {
1884 1885 1886

				refreshUniformsLambert( m_uniforms, material );

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

				refreshUniformsPhong( m_uniforms, material );

1891
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1892 1893 1894

				refreshUniformsPhysical( m_uniforms, material );

1895
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1896

1897
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1898

1899
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1900

1901 1902 1903 1904 1905 1906 1907 1908
				if ( material.displacementMap ) {

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

				}

1909
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1910 1911 1912 1913 1914

				m_uniforms.opacity.value = material.opacity;

			}

R
Rich Harris 已提交
1915
			WebGLUniforms.upload(
T
tschw 已提交
1916
					_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1917 1918 1919

		}

M
Mr.doob 已提交
1920

T
tschw 已提交
1921
		// common matrices
M
Mr.doob 已提交
1922

T
tschw 已提交
1923 1924 1925
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1926

T
tschw 已提交
1927
		return program;
A
arose 已提交
1928 1929 1930

	}

M
Mr.doob 已提交
1931 1932
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1933
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1934 1935 1936

		uniforms.opacity.value = material.opacity;

1937
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1938

1939
		if ( material.emissive ) {
M
Mr.doob 已提交
1940

1941
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1942 1943 1944

		}

1945 1946 1947
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1948

1949
		if ( material.aoMap ) {
1950

1951 1952
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1953 1954 1955

		}

M
Mr.doob 已提交
1956
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1957 1958 1959 1960 1961
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1962
		// 6. emissive map
M
Mr.doob 已提交
1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1974 1975 1976 1977
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1978 1979 1980 1981 1982 1983 1984 1985
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1986 1987 1988 1989 1990 1991 1992 1993
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1994 1995 1996 1997
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1998 1999 2000 2001
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2002 2003 2004 2005
		}

		if ( uvScaleMap !== undefined ) {

2006
			// backwards compatibility
2007
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2008 2009 2010 2011 2012

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2013 2014 2015 2016 2017 2018 2019 2020
			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;
2021 2022 2023 2024 2025

		// 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
2026
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2027

2028
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2029 2030
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2031
	}
M
Mr.doob 已提交
2032

M
Mr.doob 已提交
2033
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2034 2035 2036 2037

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

M
Mr.doob 已提交
2038
	}
M
Mr.doob 已提交
2039

M
Mr.doob 已提交
2040
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2041 2042 2043 2044 2045

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

M
Mr.doob 已提交
2046
	}
M
Mr.doob 已提交
2047

M
Mr.doob 已提交
2048
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2049

2050
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2051
		uniforms.opacity.value = material.opacity;
2052
		uniforms.size.value = material.size * _pixelRatio;
2053
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2054 2055 2056

		uniforms.map.value = material.map;

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

M
Mr.doob 已提交
2068
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2069 2070 2071

		uniforms.fogColor.value = fog.color;

2072
		if ( fog.isFog ) {
M
Mr.doob 已提交
2073 2074 2075 2076

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

2077
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2078 2079 2080 2081 2082

			uniforms.fogDensity.value = fog.density;

		}

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

M
Mr.doob 已提交
2085
	function refreshUniformsLambert( uniforms, material ) {
2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2102
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2103

2104
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2105
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2106

2107 2108 2109 2110
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
2111

2112
		}
2113

2114
		if ( material.emissiveMap ) {
2115

2116
			uniforms.emissiveMap.value = material.emissiveMap;
2117

2118
		}
M
Mr.doob 已提交
2119

2120 2121 2122 2123
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2124

2125
		}
M
Mr.doob 已提交
2126

2127 2128 2129 2130 2131 2132
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2133

2134 2135 2136 2137 2138
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2139

2140
		}
2141 2142 2143

	}

M
Mr.doob 已提交
2144
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204

		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.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2205
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2206

2207 2208 2209
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2210 2211 2212 2213
		refreshUniformsStandard( uniforms, material );

	}

2214 2215
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2216
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2217

M
Mr.doob 已提交
2218
		uniforms.ambientLightColor.needsUpdate = value;
2219

B
Ben Houston 已提交
2220 2221 2222 2223
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;
2224

M
Mr.doob 已提交
2225
	}
2226

T
tschw 已提交
2227
	// Lighting
M
Mr.doob 已提交
2228

M
Mr.doob 已提交
2229
	function setupShadows( lights ) {
2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

				_lights.shadows[ lightShadowsLength ++ ] = light;

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2249
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2250

B
brason 已提交
2251
		var l, ll, light,
M
Mr.doob 已提交
2252
		r = 0, g = 0, b = 0,
B
Ben Houston 已提交
2253
		color,
B
brason 已提交
2254
		intensity,
M
Mr.doob 已提交
2255
		distance,
2256
		shadowMap,
M
Mr.doob 已提交
2257

2258
		viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2259

M
Mr.doob 已提交
2260
		directionalLength = 0,
M
Mr.doob 已提交
2261 2262
		pointLength = 0,
		spotLength = 0,
2263
		hemiLength = 0;
M
Mr.doob 已提交
2264 2265 2266 2267 2268 2269 2270 2271 2272

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

			light = lights[ l ];

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

2273
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2274

2275
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2276

2277 2278 2279
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2280

2281
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2282

M
Mr.doob 已提交
2283
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2284

2285
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2286
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2287
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2288 2289 2290
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2291
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2292

2293
				if ( light.castShadow ) {
M
Mr.doob 已提交
2294

2295 2296 2297
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2298

2299 2300
				}

2301
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2302
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2303
				_lights.directional[ directionalLength ++ ] = uniforms;
M
Mr.doob 已提交
2304

2305
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2306

M
Mr.doob 已提交
2307
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2308 2309 2310

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2311

M
Mr.doob 已提交
2312 2313 2314 2315 2316 2317 2318 2319
				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 );

2320 2321
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2322
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2323

2324
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2325

2326 2327
				if ( light.castShadow ) {

2328 2329 2330
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2331

2332 2333
				}

2334
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2335
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2336
				_lights.spot[ spotLength ++ ] = uniforms;
2337

2338
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2339

M
Mr.doob 已提交
2340
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2341

M
Mr.doob 已提交
2342 2343
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2344

M
Mr.doob 已提交
2345 2346
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2347 2348
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2349
				uniforms.shadow = light.castShadow;
2350

M
Mr.doob 已提交
2351
				if ( light.castShadow ) {
2352

2353 2354 2355 2356 2357
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2358

2359
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2360

2361 2362
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2363
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2364

2365 2366
				}

2367 2368 2369 2370 2371
				// for point lights we set the shadow matrix to be a translation-only matrix
				// equal to inverse of the light's position
				_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
				_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );

M
Mr.doob 已提交
2372
				_lights.point[ pointLength ++ ] = uniforms;
2373

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

M
Mr.doob 已提交
2376
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2377 2378 2379 2380

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2381

M
Mr.doob 已提交
2382 2383
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2384

M
Mr.doob 已提交
2385
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2386 2387 2388 2389 2390

			}

		}

M
Mr.doob 已提交
2391 2392 2393
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2394

M
Mr.doob 已提交
2395 2396
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2397
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2398
		_lights.hemi.length = hemiLength;
2399

2400
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length;
2401

M
Mr.doob 已提交
2402
	}
M
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2403 2404 2405 2406 2407

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2408
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2409
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2410 2411 2412 2413 2414

	};

	// Textures

T
tschw 已提交
2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2431
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2432

2433
	// this.setTexture2D = setTexture2D;
2434
	this.setTexture2D = ( function() {
T
tschw 已提交
2435

2436
		var warned = false;
T
tschw 已提交
2437

2438
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2439
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2440

T
Takahiro 已提交
2441
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2442

2443
				if ( ! warned ) {
T
tschw 已提交
2444

2445 2446
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2447

2448
				}
T
tschw 已提交
2449

2450
				texture = texture.texture;
T
tschw 已提交
2451

2452
			}
T
tschw 已提交
2453

2454
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2455

2456
		};
T
tschw 已提交
2457

2458
	}() );
T
tschw 已提交
2459

2460 2461 2462 2463
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2464
		return function setTexture( texture, slot ) {
2465 2466 2467 2468 2469 2470 2471 2472

			if ( ! warned ) {

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

			}

2473
			textures.setTexture2D( texture, slot );
2474 2475 2476 2477 2478 2479 2480 2481 2482

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2483
		return function setTextureCube( texture, slot ) {
2484 2485

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2486
			if ( texture && texture.isWebGLRenderTargetCube ) {
2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500

				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
2501
			if ( ( texture && texture.isCubeTexture ) ||
2502 2503 2504 2505 2506
				 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2507
				textures.setTextureCube( texture, slot );
2508 2509 2510 2511 2512

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2513
				textures.setTextureCubeDynamic( texture, slot );
2514 2515 2516 2517 2518 2519

			}

		};

	}() );
T
tschw 已提交
2520

2521 2522 2523 2524
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2525
	};
2526

2527
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2528

2529 2530
		_currentRenderTarget = renderTarget;

2531
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2532

2533
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2534 2535 2536

		}

T
Takahiro 已提交
2537
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2538
		var framebuffer;
M
Mr.doob 已提交
2539 2540 2541

		if ( renderTarget ) {

2542
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2543

M
Mr.doob 已提交
2544 2545
			if ( isCube ) {

2546
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2547 2548 2549

			} else {

2550
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2551 2552 2553

			}

2554 2555
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2556

2557
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2558 2559 2560 2561 2562

		} else {

			framebuffer = null;

2563
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2564
			_currentScissorTest = _scissorTest;
2565

2566
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2567 2568 2569

		}

M
Mr.doob 已提交
2570
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2571 2572 2573 2574 2575 2576

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

		}

2577 2578
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2579

2580
		state.viewport( _currentViewport );
2581

M
Mr.doob 已提交
2582 2583 2584
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2585
			_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
2586 2587 2588

		}

M
Mr.doob 已提交
2589 2590
	};

M
Mr.doob 已提交
2591
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2592

T
Takahiro 已提交
2593
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2594

2595
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2596
			return;
2597

G
gero3 已提交
2598
		}
2599

M
Mr.doob 已提交
2600
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2601

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

G
gero3 已提交
2604
			var restore = false;
2605

M
Mr.doob 已提交
2606
			if ( framebuffer !== _currentFramebuffer ) {
2607

M
Mr.doob 已提交
2608
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2609

G
gero3 已提交
2610
				restore = true;
2611

G
gero3 已提交
2612
			}
2613

M
Mr.doob 已提交
2614
			try {
2615

M
Mr.doob 已提交
2616
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2617 2618
				var textureFormat = texture.format;
				var textureType = texture.type;
2619

M
Mr.doob 已提交
2620
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2621

M
Mr.doob 已提交
2622 2623
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2624

M
Mr.doob 已提交
2625
				}
2626

M
Mr.doob 已提交
2627 2628 2629
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
				     ! ( 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' ) ) ) {
2630

M
Mr.doob 已提交
2631 2632
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2633

M
Mr.doob 已提交
2634
				}
2635

M
Mr.doob 已提交
2636
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2637

2638 2639
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2640
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2641

M
Mr.doob 已提交
2642
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2643 2644

					}
2645

M
Mr.doob 已提交
2646
				} else {
M
Mr.doob 已提交
2647

M
Mr.doob 已提交
2648 2649 2650
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2651

M
Mr.doob 已提交
2652
			} finally {
M
Mr.doob 已提交
2653

M
Mr.doob 已提交
2654 2655 2656
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2657

M
Mr.doob 已提交
2658 2659 2660
				}

			}
M
Mr.doob 已提交
2661 2662 2663

		}

M
Mr.doob 已提交
2664 2665
	};

M
Mr.doob 已提交
2666 2667
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2668
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2669

2670 2671
		var extension;

R
Rich Harris 已提交
2672 2673 2674
		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
2675

R
Rich Harris 已提交
2676 2677 2678
		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
2679

R
Rich Harris 已提交
2680 2681 2682
		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
2683

R
Rich Harris 已提交
2684 2685 2686 2687
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
M
Mr.doob 已提交
2688

R
Rich Harris 已提交
2689 2690 2691 2692 2693 2694
		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
M
Mr.doob 已提交
2695

2696
		if ( p === HalfFloatType ) {
2697

2698
			extension = extensions.get( 'OES_texture_half_float' );
2699

2700
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2701 2702 2703

		}

R
Rich Harris 已提交
2704 2705 2706 2707 2708 2709
		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;
2710
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2711

R
Rich Harris 已提交
2712 2713 2714
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2715

R
Rich Harris 已提交
2716 2717 2718 2719 2720 2721 2722 2723
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2724

R
Rich Harris 已提交
2725 2726 2727
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2728

2729 2730
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
M
Mr.doob 已提交
2731

2732
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2733

2734 2735 2736 2737 2738 2739 2740 2741
			if ( extension !== null ) {

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

			}
M
Mr.doob 已提交
2742 2743 2744

		}

2745 2746
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
			 p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2747

2748
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
P
Pierre Lepers 已提交
2749

2750 2751 2752 2753 2754 2755 2756 2757
			if ( extension !== null ) {

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

			}
P
Pierre Lepers 已提交
2758 2759 2760

		}

2761
		if ( p === RGB_ETC1_Format ) {
2762

2763
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2764

2765
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2766 2767 2768

		}

2769 2770 2771
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2772

2773
			if ( extension !== null ) {
2774

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				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
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		}

2782
		if ( p === UnsignedInt248Type ) {
2783

2784
			extension = extensions.get( 'WEBGL_depth_texture' );
2785

2786
			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 };