WebGLRenderer.js 68.8 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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

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

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

599
		state.initAttributes();
600

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

603 604 605 606
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
607

608
		var programAttributes = program.getAttributes();
609

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

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

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

		}

		if ( object.hasNormals ) {

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

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

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

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

633 634 635
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
636

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

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

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

				}

			}

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

655
			state.enableAttribute( programAttributes.normal );
656

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

		}

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

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

666
			state.enableAttribute( programAttributes.uv );
667

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

		}

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

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

677
			state.enableAttribute( programAttributes.color );
678

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

		}

683
		state.disableUnusedAttributes();
684

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

		object.count = 0;

	};

M
Mr.doob 已提交
691 692 693 694 695 696
	function absNumericalSort( a, b ) {

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

	}

697
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
698

699
		state.setMaterial( material );
M
Mr.doob 已提交
700

M
Mr.doob 已提交
701
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
702
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
703

M
Mr.doob 已提交
704
		var updateBuffers = false;
M
Mr.doob 已提交
705 706 707 708 709 710 711 712 713 714 715 716 717 718

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
719 720
			// TODO Remove allocations

M
Mr.doob 已提交
721 722 723 724 725 726 727 728 729
			var activeInfluences = [];

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

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

			}

730
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
731 732 733 734 735 736 737

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

738 739
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
740 741 742 743 744 745 746
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

747
					var index = influence[ 1 ];
M
Mr.doob 已提交
748

749 750
					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
751 752 753

				} else {

754 755
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
756 757 758 759 760

				}

			}

761 762 763 764 765 766
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
767
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
768 769 770 771 772

			updateBuffers = true;

		}

773 774
		//

775
		var index = geometry.index;
776
		var position = geometry.attributes.position;
777
		var rangeFactor = 1;
778

779 780
		if ( material.wireframe === true ) {

781
			index = geometries.getWireframeAttribute( geometry );
782
			rangeFactor = 2;
783 784 785

		}

M
Mr.doob 已提交
786
		var renderer = bufferRenderer;
787
		var indexProperties;
788

789
		if ( index !== null ) {
790

791 792
			indexProperties = attributes.get( index );

793
			renderer = indexedBufferRenderer;
794
			renderer.setIndex( indexProperties );
795

796
		}
M
Mr.doob 已提交
797

798
		if ( updateBuffers ) {
M
Mr.doob 已提交
799

800
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
801

802
			if ( index !== null ) {
803

804
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexProperties.buffer );
805 806 807

			}

808
		}
809

810 811
		//

812
		var dataCount = 0;
813

M
Mr.doob 已提交
814
		if ( index !== null ) {
815

M
Mr.doob 已提交
816
			dataCount = index.count;
817

M
Mr.doob 已提交
818
		} else if ( position !== undefined ) {
819

M
Mr.doob 已提交
820
			dataCount = position.count;
821

M
Mr.doob 已提交
822
		}
823

M
Mr.doob 已提交
824 825
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
826

M
Mr.doob 已提交
827 828
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
829

M
Mr.doob 已提交
830 831
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
832 833 834

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

835 836
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
837
		//
838

839
		if ( object.isMesh ) {
840

841
			if ( material.wireframe === true ) {
842

843
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
844
				renderer.setMode( _gl.LINES );
845

846
			} else {
M
Mr.doob 已提交
847 848

				switch ( object.drawMode ) {
849

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

R
Rich Harris 已提交
854
					case TriangleStripDrawMode:
B
Ben Adams 已提交
855 856 857
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
858
					case TriangleFanDrawMode:
B
Ben Adams 已提交
859 860 861 862
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
863

864
			}
865

866

867
		} else if ( object.isLine ) {
868

869
			var lineWidth = material.linewidth;
870

871
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
872

873
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
874

875
			if ( object.isLineSegments ) {
876

877
				renderer.setMode( _gl.LINES );
878

879 880 881 882
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

883
			} else {
884

885
				renderer.setMode( _gl.LINE_STRIP );
886 887

			}
M
Mr.doob 已提交
888

889
		} else if ( object.isPoints ) {
890 891

			renderer.setMode( _gl.POINTS );
892 893

		}
894

T
Takahiro 已提交
895
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
896 897 898

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
899
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
900

J
jfranc 已提交
901
			}
902 903 904

		} else {

M
Mr.doob 已提交
905
			renderer.render( drawStart, drawCount );
906

M
Mr.doob 已提交
907 908 909 910
		}

	};

911
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
912

T
Takahiro 已提交
913
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
914

915
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
916

917
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
918
				return;
B
Ben Adams 已提交
919

M
Mr.doob 已提交
920 921 922
			}

		}
B
Ben Adams 已提交
923

924 925
		if ( startIndex === undefined ) startIndex = 0;

926 927
		state.initAttributes();

928
		var geometryAttributes = geometry.attributes;
929

930
		var programAttributes = program.getAttributes();
931

932
		var materialDefaultAttributeValues = material.defaultAttributeValues;
933

934
		for ( var name in programAttributes ) {
935

936
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
937

M
Mr.doob 已提交
938
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
939

940
				var geometryAttribute = geometryAttributes[ name ];
941

M
Mr.doob 已提交
942
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
943

944
					var normalized = geometryAttribute.normalized;
945
					var size = geometryAttribute.itemSize;
946

947
					var attributeProperties = attributes.get( geometryAttribute );
948

M
Mr.doob 已提交
949
					var buffer = attributeProperties.buffer;
950 951
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
952

A
aardgoose 已提交
953
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
954

M
Mr.doob 已提交
955 956 957 958
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
959
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
960

961
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
962

M
Mr.doob 已提交
963
							if ( geometry.maxInstancedCount === undefined ) {
964

D
dubejf 已提交
965
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
966

M
Mr.doob 已提交
967
							}
B
Ben Adams 已提交
968

M
Mr.doob 已提交
969
						} else {
B
Ben Adams 已提交
970

M
Mr.doob 已提交
971
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
972

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

M
Mr.doob 已提交
975
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
976
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
977

M
Mr.doob 已提交
978
					} else {
B
Ben Adams 已提交
979

A
aardgoose 已提交
980
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
981

982
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
983

M
Mr.doob 已提交
984
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
985

D
dubejf 已提交
986
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
987

M
Mr.doob 已提交
988
							}
B
Ben Adams 已提交
989

M
Mr.doob 已提交
990 991 992 993
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
996
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
997
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
998

B
Ben Adams 已提交
999
					}
M
Mr.doob 已提交
1000

1001 1002
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1003
					var value = materialDefaultAttributeValues[ name ];
1004

1005
					if ( value !== undefined ) {
M
Mr.doob 已提交
1006

1007
						switch ( value.length ) {
M
Mr.doob 已提交
1008

1009 1010 1011
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1012

1013 1014 1015
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1016

1017 1018 1019
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1020

1021 1022
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1023 1024

						}
M
Mr.doob 已提交
1025 1026 1027 1028 1029 1030 1031 1032

					}

				}

			}

		}
1033

1034
		state.disableUnusedAttributes();
1035

M
Mr.doob 已提交
1036 1037
	}

M
Mr.doob 已提交
1038
	// Compile
M
Mr.doob 已提交
1039

M
Mr.doob 已提交
1040
	this.compile = function ( scene, camera ) {
1041

M
Mr.doob 已提交
1042
		lights = [];
1043

M
Mr.doob 已提交
1044
		scene.traverse( function ( object ) {
G
gero3 已提交
1045 1046

			if ( object.isLight ) {
M
Mr.doob 已提交
1047 1048 1049

				lights.push( object );

G
gero3 已提交
1050
			}
M
Mr.doob 已提交
1051 1052 1053 1054 1055 1056 1057 1058 1059

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1060
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1061

G
gero3 已提交
1062
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1063 1064 1065

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

G
gero3 已提交
1066
					}
M
Mr.doob 已提交
1067

G
gero3 已提交
1068
				} else {
M
Mr.doob 已提交
1069 1070 1071

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

G
gero3 已提交
1072
				}
M
Mr.doob 已提交
1073

G
gero3 已提交
1074
			}
M
Mr.doob 已提交
1075 1076

		} );
G
gero3 已提交
1077 1078

	};
1079

M
Mr.doob 已提交
1080 1081 1082 1083
	// Rendering

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

1084
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1085

1086
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1087 1088 1089 1090 1091 1092
			return;

		}

		// reset caching for this frame

1093
		_currentGeometryProgram = '';
1094
		_currentMaterialId = - 1;
1095
		_currentCamera = null;
M
Mr.doob 已提交
1096 1097 1098

		// update scene graph

1099
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1100 1101 1102

		// update camera matrices and frustum

M
Mr.doob 已提交
1103 1104
		camera.onBeforeRender( _this );

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

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

M
Mr.doob 已提交
1110
		lights.length = 0;
M
Mr.doob 已提交
1111 1112 1113
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1114
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1115
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1116

1117 1118 1119
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1120
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1121

1122
		currentRenderList.finish();
1123

M
Mr.doob 已提交
1124
		if ( _this.sortObjects === true ) {
1125

1126
			currentRenderList.sort();
M
Mr.doob 已提交
1127

1128 1129
		}

M
Mr.doob 已提交
1130
		//
M
Mr.doob 已提交
1131

T
tschw 已提交
1132
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1133

1134 1135
		setupShadows( lights );

M
Mr.doob 已提交
1136
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1137

1138 1139
		setupLights( lights, camera );

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

M
Mr.doob 已提交
1142 1143
		//

M
Mr.doob 已提交
1144
		_infoRender.frame ++;
1145 1146 1147 1148
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1149

1150 1151 1152 1153 1154 1155
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1156 1157
		this.setRenderTarget( renderTarget );

M
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1158 1159 1160 1161 1162 1163
		//

		var background = scene.background;

		if ( background === null ) {

1164
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1165

T
Takahiro 已提交
1166
		} else if ( background && background.isColor ) {
1167

1168
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1169
			forceClear = true;
1170 1171 1172 1173 1174 1175 1176 1177 1178

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1179
		if ( background && background.isCubeTexture ) {
M
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1180

M
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1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

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

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
M
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1204 1205 1206


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1207
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1208

1209 1210
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1211
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1212

T
Takahiro 已提交
1213
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1214

M
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1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225
			if ( backgroundPlaneCamera === undefined ) {

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

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

			}

M
Mr.doob 已提交
1226 1227
			backgroundPlaneMesh.material.map = background;

1228 1229
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1230
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1231

M
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1232 1233
		}

1234
		//
M
Mr.doob 已提交
1235

1236 1237 1238
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1239 1240
		if ( scene.overrideMaterial ) {

1241
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1242

M
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1243 1244
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1245

M
Mr.doob 已提交
1246 1247 1248 1249
		} else {

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

M
Mr.doob 已提交
1250
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1251 1252 1253

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

M
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1254
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1255 1256 1257 1258 1259

		}

		// custom render plugins (post pass)

M
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1260
		spritePlugin.render( scene, camera );
1261
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1262 1263 1264

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

M
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1265 1266
		if ( renderTarget ) {

1267
			textures.updateRenderTargetMipmap( renderTarget );
M
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1268 1269 1270

		}

1271
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1272

1273 1274 1275
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1276

M
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1277
		if ( camera.isArrayCamera ) {
1278 1279 1280 1281 1282

			_this.setScissorTest( false );

		}

M
Mr.doob 已提交
1283 1284
		camera.onAfterRender( _this );

M
Mr.doob 已提交
1285 1286 1287
		// _gl.finish();

	};
M
Mr.doob 已提交
1288

1289
	/*
M
Mr.doob 已提交
1290 1291
	// TODO Duplicated code (Frustum)

1292 1293
	var _sphere = new Sphere();

T
tschw 已提交
1294 1295 1296 1297 1298 1299 1300
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1301
		_sphere.copy( geometry.boundingSphere ).
1302
		applyMatrix4( object.matrixWorld );
M
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1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318

		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
1319 1320

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1321 1322 1323 1324

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336

		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
1337
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1338 1339 1340 1341

		return true;

	}
1342
	*/
T
tschw 已提交
1343

M
Mr.doob 已提交
1344
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1345

M
Mr.doob 已提交
1346
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1347

1348
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1349

1350
		if ( visible ) {
1351

1352
			if ( object.isLight ) {
M
Mr.doob 已提交
1353

1354
				lights.push( object );
M
Mr.doob 已提交
1355

1356
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1357

1358
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1359

1360
					sprites.push( object );
M
Mr.doob 已提交
1361

1362
				}
M
Mr.doob 已提交
1363

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

1366
				lensFlares.push( object );
M
Mr.doob 已提交
1367

1368
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1369

1370
				if ( sortObjects ) {
M
Mr.doob 已提交
1371

1372 1373
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1374

1375
				}
M
Mr.doob 已提交
1376

1377
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1378

1379
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1380

1381
				if ( object.isSkinnedMesh ) {
1382

1383
					object.skeleton.update();
1384

1385
				}
1386

1387
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1388

1389 1390 1391 1392 1393 1394
					if ( sortObjects ) {

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

					}
1395

1396 1397
					var geometry = objects.update( object );
					var material = object.material;
1398

1399
					if ( Array.isArray( material ) ) {
1400

1401
						var groups = geometry.groups;
1402

1403
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1404

1405 1406
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1407

1408
							if ( groupMaterial && groupMaterial.visible ) {
1409

1410 1411 1412
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1413

M
Mr.doob 已提交
1414
						}
M
Mr.doob 已提交
1415

1416
					} else if ( material.visible ) {
1417

1418
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1419

1420
					}
M
Mr.doob 已提交
1421

1422
				}
M
Mr.doob 已提交
1423

1424
			}
M
Mr.doob 已提交
1425

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

M
Mr.doob 已提交
1428
		var children = object.children;
M
Mr.doob 已提交
1429

M
Mr.doob 已提交
1430 1431
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1432
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1433

1434
		}
1435

1436
	}
M
Mr.doob 已提交
1437

1438
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1439

M
Mr.doob 已提交
1440
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1441

1442
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1443

1444
			var object = renderItem.object;
M
Mr.doob 已提交
1445 1446 1447
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1448

1449 1450
			object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1451
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1452

M
Mr.doob 已提交
1453
				var cameras = camera.cameras;
M
Mr.doob 已提交
1454

M
Mr.doob 已提交
1455
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1456

M
Mr.doob 已提交
1457 1458
					var camera2 = cameras[ j ];
					var bounds = camera2.bounds;
M
Mr.doob 已提交
1459

1460 1461 1462 1463 1464 1465 1466
					var x = bounds.x * _width * _pixelRatio;
					var y = bounds.y * _height * _pixelRatio;
					var width = bounds.z * _width * _pixelRatio;
					var height = bounds.w * _height * _pixelRatio;

					_this.setViewport( x, y, width, height );
					_this.setScissor( x, y, width, height );
1467
					_this.setScissorTest( true );
M
Mr.doob 已提交
1468

M
Mr.doob 已提交
1469
					renderObject( object, scene, camera2, geometry, material, group );
M
Mr.doob 已提交
1470

M
Mr.doob 已提交
1471
				}
1472

M
Mr.doob 已提交
1473
			} else {
M
Mr.doob 已提交
1474

M
Mr.doob 已提交
1475
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1476

M
Mr.doob 已提交
1477
			}
M
Mr.doob 已提交
1478

1479
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1480

1481
		}
M
Mr.doob 已提交
1482

1483
	}
G
gero3 已提交
1484

M
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1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507
	function renderObject( object, scene, camera, geometry, material, group ) {

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

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

	}

1508
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1509

1510
		var materialProperties = properties.get( material );
G
gero3 已提交
1511

T
tschw 已提交
1512
		var parameters = programCache.getParameters(
1513
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1514

G
gero3 已提交
1515
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1516

1517
		var program = materialProperties.program;
T
tschw 已提交
1518
		var programChange = true;
1519

1520
		if ( program === undefined ) {
B
Ben Adams 已提交
1521

M
Mr.doob 已提交
1522 1523
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1524

1525
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1526

M
Mr.doob 已提交
1527
			// changed glsl or parameters
1528
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1529

G
gero3 已提交
1530
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1531

T
tschw 已提交
1532
			// same glsl and uniform list
T
tschw 已提交
1533 1534
			return;

T
tschw 已提交
1535
		} else {
B
Ben Adams 已提交
1536

T
tschw 已提交
1537 1538
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1539 1540 1541

		}

1542
		if ( programChange ) {
B
Ben Adams 已提交
1543

1544
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1545

R
Rich Harris 已提交
1546
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1547

1548 1549
				materialProperties.__webglShader = {
					name: material.type,
1550
					uniforms: UniformsUtils.clone( shader.uniforms ),
1551 1552 1553
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1554

1555
			} else {
B
Ben Adams 已提交
1556

1557 1558 1559 1560 1561 1562
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1563

1564
			}
G
gero3 已提交
1565

1566
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1567

1568
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1569

1570 1571
			materialProperties.program = program;
			material.program = program;
1572 1573 1574

		}

1575
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1576 1577 1578 1579 1580

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1581
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1582

1583
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1597
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1598

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1609 1610
		var uniforms = materialProperties.__webglShader.uniforms;

1611
		if ( ! material.isShaderMaterial &&
1612 1613
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1614

T
tschw 已提交
1615
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1616
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1617
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1618 1619 1620

		}

1621
		materialProperties.fog = fog;
1622

1623
		// store the light setup it was created for
1624

1625
		materialProperties.lightsHash = _lights.hash;
1626

M
Mr.doob 已提交
1627
		if ( material.lights ) {
1628 1629 1630 1631 1632 1633

			// 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;
1634
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1635
			uniforms.pointLights.value = _lights.point;
1636 1637
			uniforms.hemisphereLights.value = _lights.hemi;

1638 1639 1640 1641 1642 1643
			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;
1644
			// TODO (abelnation): add area lights shadow info to uniforms
1645

1646 1647
		}

T
tschw 已提交
1648 1649
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1650
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1651

T
tschw 已提交
1652
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1653

M
Mr.doob 已提交
1654
	}
M
Mr.doob 已提交
1655

1656
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1657 1658 1659

		_usedTextureUnits = 0;

1660
		var materialProperties = properties.get( material );
1661

T
tschw 已提交
1662 1663 1664 1665 1666
		if ( _clippingEnabled ) {

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

				var useCache =
1667 1668
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1669 1670 1671 1672

				// 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
1673
				_clipping.setState(
1674 1675
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1676 1677 1678 1679 1680

			}

		}

1681
		if ( material.needsUpdate === false ) {
1682

1683
			if ( materialProperties.program === undefined ) {
1684

1685
				material.needsUpdate = true;
1686

1687
			} else if ( material.fog && materialProperties.fog !== fog ) {
1688

M
Mr.doob 已提交
1689
				material.needsUpdate = true;
1690

1691
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1692

1693
				material.needsUpdate = true;
1694

1695
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1696
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1697
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1698 1699 1700

				material.needsUpdate = true;

1701
			}
1702 1703 1704 1705

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1706

1707
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1708 1709 1710 1711
			material.needsUpdate = false;

		}

1712
		var refreshProgram = false;
M
Mr.doob 已提交
1713
		var refreshMaterial = false;
1714
		var refreshLights = false;
M
Mr.doob 已提交
1715

1716
		var program = materialProperties.program,
1717
			p_uniforms = program.getUniforms(),
1718
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1719

1720
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1721

1722 1723
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1724

1725
			refreshProgram = true;
M
Mr.doob 已提交
1726
			refreshMaterial = true;
1727
			refreshLights = true;
M
Mr.doob 已提交
1728 1729 1730 1731 1732 1733

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1734

M
Mr.doob 已提交
1735 1736 1737 1738
			refreshMaterial = true;

		}

1739
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1740

M
Mr.doob 已提交
1741
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1742

G
gero3 已提交
1743
			if ( capabilities.logarithmicDepthBuffer ) {
1744

T
tschw 已提交
1745
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1746
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1747 1748 1749 1750

			}


1751 1752 1753 1754 1755 1756 1757 1758 1759
			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
1760
				refreshLights = true;		// remains set until update done
1761 1762

			}
M
Mr.doob 已提交
1763

1764 1765 1766
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1767
			if ( material.isShaderMaterial ||
1768 1769 1770
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1771

T
tschw 已提交
1772 1773 1774
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1775

T
tschw 已提交
1776
					uCamPos.setValue( _gl,
1777
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1778 1779 1780 1781 1782

				}

			}

1783
			if ( material.isMeshPhongMaterial ||
1784 1785 1786 1787
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1788
				material.skinning ) {
1789

T
tschw 已提交
1790
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1791 1792 1793

			}

M
Mr.doob 已提交
1794 1795
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1796

M
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1797 1798 1799 1800 1801 1802
		}

		// 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

1803
		if ( material.skinning ) {
M
Mr.doob 已提交
1804

T
tschw 已提交
1805 1806
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1807

T
tschw 已提交
1808
			var skeleton = object.skeleton;
1809

T
tschw 已提交
1810
			if ( skeleton ) {
1811

1812 1813
				var bones = skeleton.bones;

1814
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1815

1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

M
Mr.doob 已提交
1841 1842
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1843

T
tschw 已提交
1844
				} else {
M
Mr.doob 已提交
1845

T
tschw 已提交
1846
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1847 1848 1849 1850 1851 1852 1853 1854 1855

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1856
			if ( material.lights ) {
M
Mr.doob 已提交
1857

1858
				// the current material requires lighting info
M
Mr.doob 已提交
1859

T
tschw 已提交
1860 1861 1862 1863 1864 1865
				// 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
1866

T
tschw 已提交
1867
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1868

T
tschw 已提交
1869
			}
G
gero3 已提交
1870

T
tschw 已提交
1871
			// refresh uniforms common to several materials
G
gero3 已提交
1872

T
tschw 已提交
1873
			if ( fog && material.fog ) {
G
gero3 已提交
1874

T
tschw 已提交
1875
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1876 1877 1878

			}

1879
			if ( material.isMeshBasicMaterial ||
1880 1881 1882
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1883
				material.isMeshNormalMaterial ||
1884
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1885 1886 1887 1888 1889 1890 1891

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1892
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1893 1894 1895

				refreshUniformsLine( m_uniforms, material );

1896
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1897 1898 1899 1900

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

1901
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1902

M
Mr.doob 已提交
1903
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1904

1905
			} else if ( material.isMeshLambertMaterial ) {
1906 1907 1908

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1909 1910 1911 1912
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1913 1914 1915 1916
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1917
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1918 1919 1920

				refreshUniformsPhysical( m_uniforms, material );

1921
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1922

1923
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1924

1925
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1926

1927 1928 1929 1930 1931 1932 1933 1934
				if ( material.displacementMap ) {

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

				}

1935
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1936

1937
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1938 1939 1940

			}

M
Mr.doob 已提交
1941 1942 1943 1944 1945 1946
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
Rich Harris 已提交
1947
			WebGLUniforms.upload(
1948
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1949 1950 1951

		}

M
Mr.doob 已提交
1952

T
tschw 已提交
1953
		// common matrices
M
Mr.doob 已提交
1954

M
Mr.doob 已提交
1955 1956
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1957
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1958

T
tschw 已提交
1959
		return program;
A
arose 已提交
1960 1961 1962

	}

M
Mr.doob 已提交
1963 1964
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1965
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1966 1967 1968

		uniforms.opacity.value = material.opacity;

1969
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1970

1971
		if ( material.emissive ) {
M
Mr.doob 已提交
1972

1973
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1974 1975 1976

		}

1977 1978 1979
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1980

1981 1982 1983 1984 1985 1986 1987
		if ( material.lightMap ) {

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

		}

1988
		if ( material.aoMap ) {
1989

1990 1991
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1992 1993 1994

		}

M
Mr.doob 已提交
1995
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1996 1997 1998 1999 2000
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2001
		// 6. emissive map
M
Mr.doob 已提交
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2013 2014 2015 2016
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2017 2018 2019 2020 2021 2022 2023 2024
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2025 2026 2027 2028 2029 2030 2031 2032
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2033 2034 2035 2036
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2037 2038 2039 2040
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2041 2042 2043 2044
		}

		if ( uvScaleMap !== undefined ) {

2045
			// backwards compatibility
2046
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2047 2048 2049 2050 2051

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2052 2053 2054 2055 2056 2057 2058 2059
			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;
2060 2061 2062 2063 2064

		// 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
2065
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2066

2067
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2068 2069
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2070
	}
M
Mr.doob 已提交
2071

M
Mr.doob 已提交
2072
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2073 2074 2075 2076

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

M
Mr.doob 已提交
2077
	}
M
Mr.doob 已提交
2078

M
Mr.doob 已提交
2079
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2080 2081 2082 2083 2084

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

M
Mr.doob 已提交
2085
	}
M
Mr.doob 已提交
2086

M
Mr.doob 已提交
2087
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2088

2089
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2090
		uniforms.opacity.value = material.opacity;
2091
		uniforms.size.value = material.size * _pixelRatio;
2092
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2093 2094 2095

		uniforms.map.value = material.map;

2096 2097 2098 2099 2100 2101 2102 2103 2104
		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
2105
	}
M
Mr.doob 已提交
2106

M
Mr.doob 已提交
2107
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2108 2109 2110

		uniforms.fogColor.value = fog.color;

2111
		if ( fog.isFog ) {
M
Mr.doob 已提交
2112 2113 2114 2115

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

2116
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2117 2118 2119 2120 2121

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2122
	}
M
Mr.doob 已提交
2123

M
Mr.doob 已提交
2124
	function refreshUniformsLambert( uniforms, material ) {
2125 2126 2127 2128 2129 2130 2131 2132 2133

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2134
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2135

2136
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2137
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2138

2139
		if ( material.emissiveMap ) {
2140

2141
			uniforms.emissiveMap.value = material.emissiveMap;
2142

2143
		}
M
Mr.doob 已提交
2144

2145 2146 2147 2148
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2149

2150
		}
M
Mr.doob 已提交
2151

2152 2153 2154 2155 2156 2157
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2158

2159 2160 2161 2162 2163
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2164

2165
		}
2166

T
Takahiro 已提交
2167 2168 2169 2170 2171 2172
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2173
		if ( material.gradientMap ) {
T
Takahiro 已提交
2174

T
Takahiro 已提交
2175
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2176 2177 2178

		}

2179 2180
	}

M
Mr.doob 已提交
2181
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234

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

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2235
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2236

2237 2238 2239
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2240 2241 2242 2243
		refreshUniformsStandard( uniforms, material );

	}

2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

2270 2271
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2272
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2273

M
Mr.doob 已提交
2274
		uniforms.ambientLightColor.needsUpdate = value;
2275

B
Ben Houston 已提交
2276 2277 2278
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2279
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2280
		uniforms.hemisphereLights.needsUpdate = value;
2281

M
Mr.doob 已提交
2282
	}
2283

T
tschw 已提交
2284
	// Lighting
M
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2285

M
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2286
	function setupShadows( lights ) {
2287 2288 2289 2290 2291 2292 2293 2294 2295

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

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Mr.doob 已提交
2296 2297
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2298 2299 2300 2301 2302 2303 2304 2305 2306

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

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2307
	function setupLights( lights, camera ) {
M
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2308

M
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2309
		var l, ll, light, shadow,
2310 2311 2312 2313 2314
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
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2315

2316
			viewMatrix = camera.matrixWorldInverse,
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2317

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2318 2319 2320 2321 2322
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
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2323 2324 2325 2326 2327 2328 2329 2330 2331

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

			light = lights[ l ];

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

2332
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2333

2334
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2335

2336 2337 2338
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2339

2340
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2341

M
Mr.doob 已提交
2342
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2343

2344
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2345
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2346
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
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2347 2348 2349
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2350
				uniforms.shadow = light.castShadow;
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2351

2352
				if ( light.castShadow ) {
M
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2353

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2354 2355 2356 2357 2358
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2359

2360 2361
				}

2362
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2363
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
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2364 2365 2366
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
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2367

2368
			} else if ( light.isSpotLight ) {
M
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2369

M
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2370
				var uniforms = lightCache.get( light );
M
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2371 2372 2373

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
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2374

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2375 2376 2377 2378 2379 2380 2381 2382
				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 );

2383 2384
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
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2385
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
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2386

2387
				uniforms.shadow = light.castShadow;
M
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2388

2389 2390
				if ( light.castShadow ) {

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2391 2392 2393 2394 2395
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2396

2397 2398
				}

2399
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2400
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
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2401 2402 2403
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2404

2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

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

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

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

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

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

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

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

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2435 2436 2437
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2438

2439
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2440

M
Mr.doob 已提交
2441
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2442

M
Mr.doob 已提交
2443 2444
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2445

M
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2446 2447
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
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2448 2449
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2450
				uniforms.shadow = light.castShadow;
2451

M
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2452
				if ( light.castShadow ) {
2453

M
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2454 2455 2456 2457 2458
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2459 2460

				}
2461

2462
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2463
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2464 2465 2466
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2467

2468
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2469

M
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2470
				var uniforms = lightCache.get( light );
M
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2471 2472 2473 2474

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
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2475

M
Mr.doob 已提交
2476 2477
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
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2478

M
Mr.doob 已提交
2479 2480 2481
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2482 2483 2484 2485 2486

			}

		}

M
Mr.doob 已提交
2487 2488 2489
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2490

M
Mr.doob 已提交
2491 2492
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2493
		_lights.rectArea.length = rectAreaLength;
2494
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2495
		_lights.hemi.length = hemiLength;
2496

2497 2498
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2499

M
Mr.doob 已提交
2500
	}
M
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2501 2502 2503 2504 2505

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2506
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2507
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2508 2509 2510 2511 2512

	};

	// Textures

T
tschw 已提交
2513 2514 2515 2516 2517 2518
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2519
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2520 2521 2522 2523 2524 2525 2526 2527 2528

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2529
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2530

2531
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2532
	this.setTexture2D = ( function () {
T
tschw 已提交
2533

2534
		var warned = false;
T
tschw 已提交
2535

2536
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2537
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2538

T
Takahiro 已提交
2539
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2540

2541
				if ( ! warned ) {
T
tschw 已提交
2542

2543 2544
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2545

2546
				}
T
tschw 已提交
2547

2548
				texture = texture.texture;
T
tschw 已提交
2549

2550
			}
T
tschw 已提交
2551

2552
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2553

2554
		};
T
tschw 已提交
2555

2556
	}() );
T
tschw 已提交
2557

M
Mr.doob 已提交
2558
	this.setTexture = ( function () {
2559 2560 2561

		var warned = false;

W
WestLangley 已提交
2562
		return function setTexture( texture, slot ) {
2563 2564 2565 2566 2567 2568 2569 2570

			if ( ! warned ) {

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

			}

2571
			textures.setTexture2D( texture, slot );
2572 2573 2574 2575 2576

		};

	}() );

M
Mr.doob 已提交
2577
	this.setTextureCube = ( function () {
2578 2579 2580

		var warned = false;

W
WestLangley 已提交
2581
		return function setTextureCube( texture, slot ) {
2582 2583

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2584
			if ( texture && texture.isWebGLRenderTargetCube ) {
2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598

				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
2599
			if ( ( texture && texture.isCubeTexture ) ||
2600
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2601 2602 2603 2604

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2605
				textures.setTextureCube( texture, slot );
2606 2607 2608 2609 2610

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2611
				textures.setTextureCubeDynamic( texture, slot );
2612 2613 2614 2615 2616 2617

			}

		};

	}() );
T
tschw 已提交
2618

2619
	this.getRenderTarget = function () {
2620 2621 2622

		return _currentRenderTarget;

M
Michael Herzog 已提交
2623
	};
2624

2625
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2626

2627 2628
		_currentRenderTarget = renderTarget;

2629
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2630

2631
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2632 2633 2634

		}

T
Takahiro 已提交
2635
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2636
		var framebuffer;
M
Mr.doob 已提交
2637 2638 2639

		if ( renderTarget ) {

2640
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2641

M
Mr.doob 已提交
2642 2643
			if ( isCube ) {

2644
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2645 2646 2647

			} else {

2648
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2649 2650 2651

			}

2652 2653
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2654

2655
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2656 2657 2658 2659 2660

		} else {

			framebuffer = null;

2661
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2662
			_currentScissorTest = _scissorTest;
2663

2664
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2665 2666 2667

		}

M
Mr.doob 已提交
2668
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2669 2670 2671 2672 2673 2674

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

		}

2675 2676
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2677

2678
		state.viewport( _currentViewport );
2679

M
Mr.doob 已提交
2680 2681 2682
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2683
			_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
2684 2685 2686

		}

M
Mr.doob 已提交
2687 2688
	};

M
Mr.doob 已提交
2689
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2690

T
Takahiro 已提交
2691
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2692

2693
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2694
			return;
2695

G
gero3 已提交
2696
		}
2697

M
Mr.doob 已提交
2698
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2699

M
Mr.doob 已提交
2700
		if ( framebuffer ) {
2701

G
gero3 已提交
2702
			var restore = false;
2703

M
Mr.doob 已提交
2704
			if ( framebuffer !== _currentFramebuffer ) {
2705

M
Mr.doob 已提交
2706
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2707

G
gero3 已提交
2708
				restore = true;
2709

G
gero3 已提交
2710
			}
2711

M
Mr.doob 已提交
2712
			try {
2713

M
Mr.doob 已提交
2714
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2715 2716
				var textureFormat = texture.format;
				var textureType = texture.type;
2717

M
Mr.doob 已提交
2718
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2719

M
Mr.doob 已提交
2720 2721
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2722

M
Mr.doob 已提交
2723
				}
2724

M
Mr.doob 已提交
2725
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2726 2727
					! ( 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' ) ) ) {
2728

M
Mr.doob 已提交
2729 2730
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2731

M
Mr.doob 已提交
2732
				}
2733

M
Mr.doob 已提交
2734
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2735

2736 2737
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2738
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2739

M
Mr.doob 已提交
2740
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2741 2742

					}
2743

M
Mr.doob 已提交
2744
				} else {
M
Mr.doob 已提交
2745

M
Mr.doob 已提交
2746 2747 2748
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2749

M
Mr.doob 已提交
2750
			} finally {
M
Mr.doob 已提交
2751

M
Mr.doob 已提交
2752 2753 2754
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2755

M
Mr.doob 已提交
2756 2757 2758
				}

			}
M
Mr.doob 已提交
2759 2760 2761

		}

M
Mr.doob 已提交
2762 2763
	};

M
Mr.doob 已提交
2764 2765
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2766
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2767

2768 2769
		var extension;

R
Rich Harris 已提交
2770 2771 2772
		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
2773

R
Rich Harris 已提交
2774 2775 2776
		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
2777

R
Rich Harris 已提交
2778 2779 2780
		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
2781

R
Rich Harris 已提交
2782 2783 2784 2785
		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
2786

R
Rich Harris 已提交
2787 2788 2789 2790 2791 2792
		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
2793

2794
		if ( p === HalfFloatType ) {
2795

2796
			extension = extensions.get( 'OES_texture_half_float' );
2797

2798
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2799 2800 2801

		}

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		if ( p === AlphaFormat ) return _gl.ALPHA;
		if ( p === RGBFormat ) return _gl.RGB;
		if ( p === RGBAFormat ) return _gl.RGBA;
		if ( p === LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
		if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
2808
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
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		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
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		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
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		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
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2827 2828
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
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2830
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2831

2832 2833 2834 2835 2836 2837 2838 2839
			if ( extension !== null ) {

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

			}
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		}

2843
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2844
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2845

2846
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2848 2849 2850 2851 2852 2853 2854 2855
			if ( extension !== null ) {

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

			}
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Pierre Lepers 已提交
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		}

2859
		if ( p === RGB_ETC1_Format ) {
2860

2861
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2862

2863
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2864 2865 2866

		}

2867 2868 2869
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2870

2871
			if ( extension !== null ) {
2872

2873 2874 2875 2876
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2877 2878 2879

		}

2880
		if ( p === UnsignedInt248Type ) {
2881

2882
			extension = extensions.get( 'WEBGL_depth_texture' );
2883

2884
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2885 2886 2887

		}

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		return 0;

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	}
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}
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2895
export { WebGLRenderer };