WebGLRenderer.js 65.9 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, DoubleSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { Matrix4 } from '../math/Matrix4';
import { WebGLUniforms } from './webgl/WebGLUniforms';
import { UniformsUtils } from './shaders/UniformsUtils';
import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { BoxBufferGeometry } from '../extras/geometries/BoxBufferGeometry';
import { Mesh } from '../objects/Mesh';
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PlaneBufferGeometry } from '../extras/geometries/PlaneBufferGeometry';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
import { WebGLLights } from './webgl/WebGLLights';
import { WebGLPrograms } from './webgl/WebGLPrograms';
import { WebGLObjects } from './webgl/WebGLObjects';
import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
import { Sphere } from '../math/Sphere';
import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

	// internal state cache

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

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	_currentScissor = new Vector4(),
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	_currentScissorTest = null,

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	_currentViewport = new Vector4(),
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	//

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	_usedTextureUnits = 0,

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	//

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	_clearColor = new Color( 0x000000 ),
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	_clearAlpha = 0,

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

	_pixelRatio = 1,

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	_scissor = new Vector4( 0, 0, _width, _height ),
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	_scissorTest = false,

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	_viewport = new Vector4( 0, 0, _width, _height ),
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	// frustum

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	_frustum = new Frustum(),
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	// clipping

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	_clipping = new WebGLClipping(),
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	_clippingEnabled = false,
	_localClippingEnabled = false,

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	_sphere = new Sphere(),
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	// camera matrices cache
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	_projScreenMatrix = new Matrix4(),
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	_vector3 = new Vector3(),
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	// light arrays cache

	_lights = {

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		hash: '',

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

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		shadows: []
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	},

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	// info

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

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	};

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

			geometries: 0,
			textures: 0

		},
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

	//

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	function getTargetPixelRatio() {

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

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	function glClearColor( r, g, b, a ) {
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		if ( _premultipliedAlpha === true ) {

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			r *= a; g *= a; b *= a;
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		}

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		state.clearColor( r, g, b, a );
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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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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	}
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	function resetGLState() {
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		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

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

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

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

		properties.delete( material );

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

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

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	}
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	// Buffer rendering

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

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		state.initAttributes();
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		var buffers = properties.get( object );
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614 615 616 617
		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
618

619
		var attributes = program.getAttributes();
620

M
Mr.doob 已提交
621 622
		if ( object.hasPositions ) {

623
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
624
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
625

626 627
			state.enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
628 629 630 631 632

		}

		if ( object.hasNormals ) {

633
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
634

635 636 637
			if ( ! material.isMeshPhongMaterial &&
			     ! material.isMeshStandardMaterial &&
			       material.shading === FlatShading ) {
M
Mr.doob 已提交
638

639
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
640

641
					var array = object.normalArray;
M
Mr.doob 已提交
642

643 644 645
					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
646

647 648 649
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
650

651 652 653
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
654

655 656 657
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
658 659 660 661 662 663

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
664

665
			state.enableAttribute( attributes.normal );
666

667
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
668 669 670 671 672

		}

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

673
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
674
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
675

676
			state.enableAttribute( attributes.uv );
677

678
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
679 680 681

		}

R
Rich Harris 已提交
682
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
683

684
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
685
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
686

687
			state.enableAttribute( attributes.color );
688

689
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
690 691 692

		}

693
		state.disableUnusedAttributes();
694

M
Mr.doob 已提交
695 696 697 698 699 700
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

701
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
702

M
Mr.doob 已提交
703 704
		setMaterial( material );

705
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
706

M
Mr.doob 已提交
707 708
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

			var activeInfluences = [];

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

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

			}

732
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
733 734 735 736 737 738 739

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

740 741
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
742 743 744 745 746 747 748
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

749
					var index = influence[ 1 ];
M
Mr.doob 已提交
750

751 752
					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
753 754 755

				} else {

756 757
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
758 759 760 761 762

				}

			}

763 764 765 766 767 768
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

T
tschw 已提交
769 770
			program.getUniforms().setValue(
					_gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
771 772 773 774 775

			updateBuffers = true;

		}

776 777
		//

778
		var index = geometry.index;
779 780
		var position = geometry.attributes.position;

781 782
		if ( material.wireframe === true ) {

783
			index = objects.getWireframeAttribute( geometry );
784 785 786

		}

787 788
		var renderer;

789
		if ( index !== null ) {
790

791 792
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
793

794
		} else {
795

796
			renderer = bufferRenderer;
797

798
		}
M
Mr.doob 已提交
799

800
		if ( updateBuffers ) {
M
Mr.doob 已提交
801

802
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
803

804
			if ( index !== null ) {
805

806
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
807 808 809

			}

810
		}
811

812 813
		//

M
Mr.doob 已提交
814
		var dataStart = 0;
815
		var dataCount = 0;
816

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

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

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

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

M
Mr.doob 已提交
825
		}
826

M
Mr.doob 已提交
827 828
		var rangeStart = geometry.drawRange.start;
		var rangeCount = geometry.drawRange.count;
829

M
Mr.doob 已提交
830 831
		var groupStart = group !== null ? group.start : 0;
		var groupCount = group !== null ? group.count : Infinity;
832

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

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

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

M
Mr.doob 已提交
840
		//
841

842
		if ( object.isMesh ) {
843

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

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

849
			} else {
M
Mr.doob 已提交
850 851

				switch ( object.drawMode ) {
852

R
Rich Harris 已提交
853
					case TrianglesDrawMode:
B
Ben Adams 已提交
854 855 856
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
857
					case TriangleStripDrawMode:
B
Ben Adams 已提交
858 859 860
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
861
					case TriangleFanDrawMode:
B
Ben Adams 已提交
862 863 864 865
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
866

867
			}
868

869

870
		} else if ( object.isLine ) {
871

872
			var lineWidth = material.linewidth;
873

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

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

878
			if ( object.isLineSegments ) {
879

880
				renderer.setMode( _gl.LINES );
881

882
			} else {
883

884
				renderer.setMode( _gl.LINE_STRIP );
885 886

			}
M
Mr.doob 已提交
887

888
		} else if ( object.isPoints ) {
889 890

			renderer.setMode( _gl.POINTS );
891 892

		}
893

T
Takahiro 已提交
894
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
895 896 897

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
898
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
899

J
jfranc 已提交
900
			}
901 902 903

		} else {

M
Mr.doob 已提交
904
			renderer.render( drawStart, drawCount );
905

M
Mr.doob 已提交
906 907 908 909
		}

	};

910
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
911

M
Mr.doob 已提交
912
		var extension;
B
Ben Adams 已提交
913

T
Takahiro 已提交
914
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
915

M
Mr.doob 已提交
916
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
917

M
Mr.doob 已提交
918
			if ( extension === null ) {
B
Ben Adams 已提交
919

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

M
Mr.doob 已提交
923 924 925
			}

		}
B
Ben Adams 已提交
926

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

929 930
		state.initAttributes();

931
		var geometryAttributes = geometry.attributes;
932

933
		var programAttributes = program.getAttributes();
934

935
		var materialDefaultAttributeValues = material.defaultAttributeValues;
936

937
		for ( var name in programAttributes ) {
938

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

M
Mr.doob 已提交
941
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
942

943
				var geometryAttribute = geometryAttributes[ name ];
944

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

947
					var type = _gl.FLOAT;
948
					var array = geometryAttribute.array;
949 950
					var normalized = geometryAttribute.normalized;

951 952
					if ( array instanceof Float32Array ) {

953
						type = _gl.FLOAT;
954 955 956

					} else if ( array instanceof Float64Array ) {

T
Takahiro 已提交
957
						console.warn( "Unsupported data buffer format: Float64Array" );
958 959 960

					} else if ( array instanceof Uint16Array ) {

961 962
						type = _gl.UNSIGNED_SHORT;

963 964
					} else if ( array instanceof Int16Array ) {

965
						type = _gl.SHORT;
966 967 968

					} else if ( array instanceof Uint32Array ) {

969
						type = _gl.UNSIGNED_INT;
970 971 972

					} else if ( array instanceof Int32Array ) {

973
						type = _gl.INT;
974 975 976

					} else if ( array instanceof Int8Array ) {

977
						type = _gl.BYTE;
978 979 980

					} else if ( array instanceof Uint8Array ) {

981
						type = _gl.UNSIGNED_BYTE;
982 983

					}
984

985
					var size = geometryAttribute.itemSize;
G
gero3 已提交
986
					var buffer = objects.getAttributeBuffer( geometryAttribute );
987

T
Takahiro 已提交
988
					if ( geometryAttribute && geometryAttribute.isInterleavedBufferAttribute ) {
989

M
Mr.doob 已提交
990 991 992 993
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
994
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
995

M
Mr.doob 已提交
996
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
997

M
Mr.doob 已提交
998
							if ( geometry.maxInstancedCount === undefined ) {
999

D
dubejf 已提交
1000
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
1001

M
Mr.doob 已提交
1002
							}
B
Ben Adams 已提交
1003

M
Mr.doob 已提交
1004
						} else {
B
Ben Adams 已提交
1005

M
Mr.doob 已提交
1006
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
1007

M
Mr.doob 已提交
1008
						}
B
Ben Adams 已提交
1009

M
Mr.doob 已提交
1010
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1011
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
B
Ben Adams 已提交
1012

M
Mr.doob 已提交
1013
					} else {
B
Ben Adams 已提交
1014

T
Takahiro 已提交
1015
						if ( geometryAttribute && geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
1016

M
Mr.doob 已提交
1017
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
1018

M
Mr.doob 已提交
1019
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
1020

D
dubejf 已提交
1021
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
1022

M
Mr.doob 已提交
1023
							}
B
Ben Adams 已提交
1024

M
Mr.doob 已提交
1025 1026 1027 1028
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
1029
						}
B
Ben Adams 已提交
1030

M
Mr.doob 已提交
1031
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1032
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * geometryAttribute.array.BYTES_PER_ELEMENT );
M
Mr.doob 已提交
1033

B
Ben Adams 已提交
1034
					}
M
Mr.doob 已提交
1035

1036 1037
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1038
					var value = materialDefaultAttributeValues[ name ];
1039

1040
					if ( value !== undefined ) {
M
Mr.doob 已提交
1041

1042
						switch ( value.length ) {
M
Mr.doob 已提交
1043

1044 1045 1046
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1047

1048 1049 1050
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1051

1052 1053 1054
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1055

1056 1057
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1058 1059

						}
M
Mr.doob 已提交
1060 1061 1062 1063 1064 1065 1066 1067

					}

				}

			}

		}
1068

1069
		state.disableUnusedAttributes();
1070

M
Mr.doob 已提交
1071 1072
	}

M
Mr.doob 已提交
1073 1074
	// Sorting

1075
	function absNumericalSort( a, b ) {
1076

1077
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1078 1079 1080

	}

M
Mr.doob 已提交
1081
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1082

U
unconed 已提交
1083
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1084

U
unconed 已提交
1085
			return a.object.renderOrder - b.object.renderOrder;
1086

1087 1088 1089 1090
		} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {

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

M
Mr.doob 已提交
1091
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1092

M
Mr.doob 已提交
1093
			return a.material.id - b.material.id;
1094 1095

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1096

M
Mr.doob 已提交
1097
			return a.z - b.z;
M
Mr.doob 已提交
1098 1099 1100

		} else {

1101
			return a.id - b.id;
M
Mr.doob 已提交
1102 1103 1104

		}

1105
	}
M
Mr.doob 已提交
1106

M
Mr.doob 已提交
1107
	function reversePainterSortStable( a, b ) {
1108

U
unconed 已提交
1109
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1110

U
unconed 已提交
1111
			return a.object.renderOrder - b.object.renderOrder;
1112 1113

		} if ( a.z !== b.z ) {
1114

M
Mr.doob 已提交
1115
			return b.z - a.z;
1116 1117 1118 1119 1120 1121 1122

		} else {

			return a.id - b.id;

		}

1123
	}
1124

M
Mr.doob 已提交
1125 1126 1127 1128
	// Rendering

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

T
Takahiro 已提交
1129
		if ( ( camera && camera.isCamera ) === false ) {
M
Mr.doob 已提交
1130

1131
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1132 1133 1134 1135
			return;

		}

M
Mr.doob 已提交
1136
		var fog = scene.fog;
M
Mr.doob 已提交
1137 1138 1139

		// reset caching for this frame

1140
		_currentGeometryProgram = '';
1141
		_currentMaterialId = - 1;
1142
		_currentCamera = null;
M
Mr.doob 已提交
1143 1144 1145

		// update scene graph

1146
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1147 1148 1149

		// update camera matrices and frustum

1150
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1151 1152 1153 1154 1155 1156

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1157
		lights.length = 0;
1158

M
Mr.doob 已提交
1159 1160
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1161

M
Mr.doob 已提交
1162 1163 1164
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1165
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1166
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1167

1168
		projectObject( scene, camera );
M
Mr.doob 已提交
1169

1170 1171 1172
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1173
		if ( _this.sortObjects === true ) {
1174 1175 1176

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1177

1178 1179
		}

M
Mr.doob 已提交
1180
		//
M
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1181

T
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1182
		if ( _clippingEnabled ) _clipping.beginShadows();
T
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1183

1184 1185
		setupShadows( lights );

M
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1186
		shadowMap.render( scene, camera );
M
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1187

1188 1189
		setupLights( lights, camera );

T
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1190
		if ( _clippingEnabled ) _clipping.endShadows();
T
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1191

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1192 1193
		//

1194 1195 1196 1197
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
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1198

1199 1200 1201 1202 1203 1204
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1205 1206
		this.setRenderTarget( renderTarget );

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1207 1208 1209 1210 1211 1212 1213 1214
		//

		var background = scene.background;

		if ( background === null ) {

			glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

T
Takahiro 已提交
1215
		} else if ( background && background.isColor ) {
1216 1217

			glClearColor( background.r, background.g, background.b, 1 );
1218
			forceClear = true;
1219 1220 1221 1222 1223 1224 1225 1226 1227

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1228
		if ( background && background.isCubeTexture ) {
M
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1229

1230
			backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
M
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1231 1232 1233 1234 1235 1236 1237

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

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

1238 1239
			objects.update( backgroundBoxMesh );

M
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1240 1241
			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

T
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1242
		} else if ( background && background.isTexture ) {
M
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1243 1244 1245

			backgroundPlaneMesh.material.map = background;

1246 1247
			objects.update( backgroundPlaneMesh );

M
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1248 1249
			_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

M
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1250 1251
		}

1252
		//
M
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1253 1254 1255

		if ( scene.overrideMaterial ) {

1256
			var overrideMaterial = scene.overrideMaterial;
M
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1257

1258 1259
			renderObjects( opaqueObjects, camera, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, fog, overrideMaterial );
1260

M
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1261 1262 1263 1264
		} else {

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

R
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1265
			state.setBlending( NoBlending );
1266
			renderObjects( opaqueObjects, camera, fog );
M
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1267 1268 1269

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

1270
			renderObjects( transparentObjects, camera, fog );
M
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1271 1272 1273 1274 1275

		}

		// custom render plugins (post pass)

M
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1276
		spritePlugin.render( scene, camera );
1277
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1278 1279 1280

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

M
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1281 1282
		if ( renderTarget ) {

1283
			textures.updateRenderTargetMipmap( renderTarget );
M
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1284 1285 1286

		}

1287
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1288

M
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1289 1290
		state.setDepthTest( true );
		state.setDepthWrite( true );
1291
		state.setColorWrite( true );
M
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1292 1293 1294 1295

		// _gl.finish();

	};
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1296

M
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1297 1298
	function pushRenderItem( object, geometry, material, z, group ) {

1299
		var array, index;
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1300

1301
		// allocate the next position in the appropriate array
M
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1302 1303 1304

		if ( material.transparent ) {

1305 1306
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
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1307 1308 1309

		} else {

1310 1311 1312 1313 1314
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1315 1316
		// recycle existing render item or grow the array

1317 1318 1319 1320 1321 1322 1323 1324 1325 1326
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
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1327 1328 1329

		} else {

1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
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1341 1342 1343 1344 1345

		}

	}

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1346 1347
	// TODO Duplicated code (Frustum)

T
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1348 1349 1350 1351 1352 1353 1354
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

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1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372
		_sphere.copy( geometry.boundingSphere ).
			applyMatrix4( object.matrixWorld );

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1373 1374

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1375 1376 1377 1378

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390

		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
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1391
		} while ( ++ i !== numPlanes );
T
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1392 1393 1394 1395 1396

		return true;

	}

1397
	function projectObject( object, camera ) {
M
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1398

M
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1399
		if ( object.visible === false ) return;
M
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1400

1401
		var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
M
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1402

1403 1404 1405
		if ( visible ) {

			if ( object.isLight ) {
M
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1406

1407
				lights.push( object );
M
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1408

1409
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1410

M
Mr.doob 已提交
1411
				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
1412 1413 1414 1415

					sprites.push( object );

				}
M
Mr.doob 已提交
1416

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

1419
				lensFlares.push( object );
M
Mr.doob 已提交
1420

1421
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1422

1423
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1424

1425 1426
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1427

1428
				}
1429

1430
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1431

1432
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
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1433

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

1436
					object.skeleton.update();
1437

1438
				}
1439

T
tschw 已提交
1440
				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
1441

1442
					var material = object.material;
1443

1444
					if ( material.visible === true ) {
M
Mr.doob 已提交
1445

1446
						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1447

1448 1449 1450 1451
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
Mr.doob 已提交
1452

1453
						var geometry = objects.update( object );
M
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1454

1455
						if ( material.isMultiMaterial ) {
1456

1457 1458
							var groups = geometry.groups;
							var materials = material.materials;
1459

1460
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1461

1462 1463
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1464

1465
								if ( groupMaterial.visible === true ) {
1466

1467 1468 1469
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1470

M
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1471
							}
M
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1472

1473
						} else {
M
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1474

1475
							pushRenderItem( object, geometry, material, _vector3.z, null );
1476

1477
						}
O
OpenShift guest 已提交
1478

1479
					}
M
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1480

1481
				}
M
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1482

1483
			}
M
Mr.doob 已提交
1484

M
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1485
		}
M
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1486

M
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1487
		var children = object.children;
M
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1488

M
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1489 1490
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1491
			projectObject( children[ i ], camera );
M
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1492

1493
		}
1494

1495
	}
M
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1496

1497
	function renderObjects( renderList, camera, fog, overrideMaterial ) {
M
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1498

M
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1499
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1500

1501
			var renderItem = renderList[ i ];
M
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1502

1503
			var object = renderItem.object;
M
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1504 1505 1506
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
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1507

1508 1509
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
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1510

1511
			if ( object.isImmediateRenderObject ) {
M
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1512

M
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1513
				setMaterial( material );
M
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1514

1515
				var program = setProgram( camera, fog, material, object );
M
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1516

M
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1517
				_currentGeometryProgram = '';
M
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1518

M
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1519
				object.render( function ( object ) {
M
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1520

M
Mr.doob 已提交
1521
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1522

M
Mr.doob 已提交
1523
				} );
1524

M
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1525
			} else {
M
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1526

1527
				_this.renderBufferDirect( camera, fog, geometry, material, object, group );
M
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1528

M
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1529
			}
M
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1530

1531
		}
M
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1532

1533
	}
G
gero3 已提交
1534

1535
	function initMaterial( material, fog, object ) {
M
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1536

1537
		var materialProperties = properties.get( material );
G
gero3 已提交
1538

T
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1539
		var parameters = programCache.getParameters(
T
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1540
				material, _lights, fog, _clipping.numPlanes, object );
T
tschw 已提交
1541

G
gero3 已提交
1542
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1543

1544
		var program = materialProperties.program;
T
tschw 已提交
1545
		var programChange = true;
1546

1547
		if ( program === undefined ) {
B
Ben Adams 已提交
1548

M
Mr.doob 已提交
1549 1550
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1551

1552
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1553

M
Mr.doob 已提交
1554
			// changed glsl or parameters
1555
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1556

G
gero3 已提交
1557
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1558

T
tschw 已提交
1559
			// same glsl and uniform list
T
tschw 已提交
1560 1561
			return;

T
tschw 已提交
1562
		} else {
B
Ben Adams 已提交
1563

T
tschw 已提交
1564 1565
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1566 1567 1568

		}

1569
		if ( programChange ) {
B
Ben Adams 已提交
1570

1571
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1572

R
Rich Harris 已提交
1573
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1574

1575 1576
				materialProperties.__webglShader = {
					name: material.type,
R
Rich Harris 已提交
1577
					uniforms: UniformsUtils.clone( shader.uniforms ),
1578 1579 1580
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1581

1582
			} else {
B
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1583

1584 1585 1586 1587 1588 1589
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1590

1591
			}
G
gero3 已提交
1592

1593
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1594

1595
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1596

1597 1598
			materialProperties.program = program;
			material.program = program;
1599 1600 1601

		}

1602
		var attributes = program.getAttributes();
M
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1603 1604 1605 1606 1607

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1608
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1609

M
Mr.doob 已提交
1610
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1624
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1625

M
Mr.doob 已提交
1626
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1627 1628 1629 1630 1631 1632 1633 1634 1635

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1636 1637
		var uniforms = materialProperties.__webglShader.uniforms;

1638
		if ( ! material.isShaderMaterial &&
1639
		     ! material.isRawShaderMaterial ||
1640
		       material.clipping === true ) {
T
tschw 已提交
1641

T
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1642 1643
			materialProperties.numClippingPlanes = _clipping.numPlanes;
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1644 1645 1646

		}

1647
		materialProperties.fog = fog;
1648

1649
		// store the light setup it was created for
1650

1651
		materialProperties.lightsHash = _lights.hash;
1652

M
Mr.doob 已提交
1653
		if ( material.lights ) {
1654 1655 1656 1657 1658 1659

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

			uniforms.ambientLightColor.value = _lights.ambient;
			uniforms.directionalLights.value = _lights.directional;
			uniforms.spotLights.value = _lights.spot;
M
Mr.doob 已提交
1660
			uniforms.pointLights.value = _lights.point;
1661 1662
			uniforms.hemisphereLights.value = _lights.hemi;

1663 1664 1665 1666 1667 1668
			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;
1669

1670 1671
		}

T
tschw 已提交
1672 1673
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
R
Rich Harris 已提交
1674
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1675

T
tschw 已提交
1676 1677
		materialProperties.uniformsList = uniformsList;
		materialProperties.dynamicUniforms =
R
Rich Harris 已提交
1678
				WebGLUniforms.splitDynamic( uniformsList, uniforms );
A
arose 已提交
1679

M
Mr.doob 已提交
1680
	}
M
Mr.doob 已提交
1681

1682 1683
	function setMaterial( material ) {

M
Mr.doob 已提交
1684 1685 1686
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1687

R
Rich Harris 已提交
1688
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1689

M
Mr.doob 已提交
1690 1691 1692
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1693

B
Ben Adams 已提交
1694
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1695 1696
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1697
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1698
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1699 1700 1701

	}

1702
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1703 1704 1705

		_usedTextureUnits = 0;

1706
		var materialProperties = properties.get( material );
1707

T
tschw 已提交
1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718
		if ( _clippingEnabled ) {

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

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

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
T
tschw 已提交
1719
				_clipping.setState(
T
tschw 已提交
1720 1721 1722 1723 1724 1725 1726
						material.clippingPlanes, material.clipShadows,
						camera, materialProperties, useCache );

			}

		}

1727
		if ( material.needsUpdate === false ) {
1728

1729
			if ( materialProperties.program === undefined ) {
1730

1731
				material.needsUpdate = true;
1732

1733
			} else if ( material.fog && materialProperties.fog !== fog ) {
1734

M
Mr.doob 已提交
1735
				material.needsUpdate = true;
1736

1737
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1738

1739
				material.needsUpdate = true;
1740

1741 1742 1743 1744 1745
			} else if ( materialProperties.numClippingPlanes !== undefined &&
				materialProperties.numClippingPlanes !== _clipping.numPlanes ) {

				material.needsUpdate = true;

1746
			}
1747 1748 1749 1750

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1751

1752
			initMaterial( material, fog, object );
M
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1753 1754 1755 1756
			material.needsUpdate = false;

		}

1757
		var refreshProgram = false;
M
Mr.doob 已提交
1758
		var refreshMaterial = false;
1759
		var refreshLights = false;
M
Mr.doob 已提交
1760

1761
		var program = materialProperties.program,
1762
			p_uniforms = program.getUniforms(),
1763
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1764

1765
		if ( program.id !== _currentProgram ) {
M
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1766

1767 1768
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1769

1770
			refreshProgram = true;
M
Mr.doob 已提交
1771
			refreshMaterial = true;
1772
			refreshLights = true;
M
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1773 1774 1775 1776 1777 1778

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1779

M
Mr.doob 已提交
1780 1781 1782 1783
			refreshMaterial = true;

		}

1784
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1785

T
tschw 已提交
1786
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1787

G
gero3 已提交
1788
			if ( capabilities.logarithmicDepthBuffer ) {
1789

T
tschw 已提交
1790 1791
				p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1792 1793 1794 1795

			}


1796 1797 1798 1799 1800 1801 1802 1803 1804
			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
1805
				refreshLights = true;		// remains set until update done
1806 1807

			}
M
Mr.doob 已提交
1808

1809 1810 1811
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1812 1813 1814 1815
			if ( material.isShaderMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.envMap ) {
1816

T
tschw 已提交
1817 1818 1819
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1820

T
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1821 1822
					uCamPos.setValue( _gl,
							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1823 1824 1825 1826 1827

				}

			}

1828 1829 1830 1831 1832 1833
			if ( material.isMeshPhongMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshBasicMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isShaderMaterial ||
			     material.skinning ) {
1834

T
tschw 已提交
1835
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1836 1837 1838

			}

T
tschw 已提交
1839 1840
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1841

M
Mr.doob 已提交
1842 1843 1844 1845 1846 1847 1848 1849
		}

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

		if ( material.skinning ) {

T
tschw 已提交
1850 1851
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1852

T
tschw 已提交
1853
			var skeleton = object.skeleton;
1854

T
tschw 已提交
1855
			if ( skeleton ) {
1856

T
tschw 已提交
1857
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1858

T
tschw 已提交
1859 1860 1861
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
Mr.doob 已提交
1862

T
tschw 已提交
1863
				} else {
M
Mr.doob 已提交
1864

T
tschw 已提交
1865
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1866 1867 1868 1869 1870 1871 1872 1873 1874

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1875
			if ( material.lights ) {
M
Mr.doob 已提交
1876

1877
				// the current material requires lighting info
M
Mr.doob 已提交
1878

T
tschw 已提交
1879 1880 1881 1882 1883 1884
				// 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
1885

T
tschw 已提交
1886
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1887

T
tschw 已提交
1888
			}
G
gero3 已提交
1889

T
tschw 已提交
1890
			// refresh uniforms common to several materials
G
gero3 已提交
1891

T
tschw 已提交
1892
			if ( fog && material.fog ) {
G
gero3 已提交
1893

T
tschw 已提交
1894
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1895 1896 1897

			}

1898 1899 1900 1901 1902
			if ( material.isMeshBasicMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1903 1904 1905 1906 1907 1908 1909

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1910
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1911 1912 1913

				refreshUniformsLine( m_uniforms, material );

1914
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1915 1916 1917 1918

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

1919
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1920

M
Mr.doob 已提交
1921
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1922

1923
			} else if ( material.isMeshLambertMaterial ) {
1924 1925 1926

				refreshUniformsLambert( m_uniforms, material );

1927
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1928 1929 1930

				refreshUniformsPhong( m_uniforms, material );

1931
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1932 1933 1934

				refreshUniformsPhysical( m_uniforms, material );

1935
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1936

1937
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1938

1939
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1940

1941 1942 1943 1944 1945 1946 1947 1948
				if ( material.displacementMap ) {

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

				}

1949
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1950 1951 1952 1953 1954

				m_uniforms.opacity.value = material.opacity;

			}

R
Rich Harris 已提交
1955
			WebGLUniforms.upload(
T
tschw 已提交
1956
					_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1957 1958 1959

		}

M
Mr.doob 已提交
1960

T
tschw 已提交
1961
		// common matrices
M
Mr.doob 已提交
1962

T
tschw 已提交
1963 1964 1965
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1966 1967


T
tschw 已提交
1968
		// dynamic uniforms
A
arose 已提交
1969

T
tschw 已提交
1970
		var dynUniforms = materialProperties.dynamicUniforms;
A
arose 已提交
1971

T
tschw 已提交
1972
		if ( dynUniforms !== null ) {
A
arose 已提交
1973

R
Rich Harris 已提交
1974
			WebGLUniforms.evalDynamic(
T
tschw 已提交
1975
					dynUniforms, m_uniforms, object, camera );
A
arose 已提交
1976

R
Rich Harris 已提交
1977
			WebGLUniforms.upload( _gl, dynUniforms, m_uniforms, _this );
A
arose 已提交
1978 1979 1980

		}

T
tschw 已提交
1981
		return program;
A
arose 已提交
1982 1983 1984

	}

M
Mr.doob 已提交
1985 1986
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1987
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1988 1989 1990

		uniforms.opacity.value = material.opacity;

1991
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1992

1993
		if ( material.emissive ) {
M
Mr.doob 已提交
1994

1995
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1996 1997 1998

		}

1999 2000 2001
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
2002

2003
		if ( material.aoMap ) {
2004

2005 2006
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2007 2008 2009

		}

M
Mr.doob 已提交
2010
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2011 2012 2013 2014 2015
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2016
		// 6. emissive map
M
Mr.doob 已提交
2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

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

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2032 2033 2034 2035 2036 2037 2038 2039
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2040 2041 2042 2043 2044 2045 2046 2047
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2048 2049 2050 2051
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2052 2053 2054 2055
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2056 2057 2058 2059
		}

		if ( uvScaleMap !== undefined ) {

2060
			// backwards compatibility
2061
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2062 2063 2064 2065 2066

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2067 2068 2069 2070 2071 2072 2073 2074
			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;
2075 2076 2077 2078 2079

		// 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
2080
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2081

2082
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2083 2084
		uniforms.refractionRatio.value = material.refractionRatio;

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

M
Mr.doob 已提交
2087
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2088 2089 2090 2091

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

M
Mr.doob 已提交
2092
	}
M
Mr.doob 已提交
2093

M
Mr.doob 已提交
2094
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2095 2096 2097 2098 2099

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

M
Mr.doob 已提交
2100
	}
M
Mr.doob 已提交
2101

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

2104
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2105
		uniforms.opacity.value = material.opacity;
2106
		uniforms.size.value = material.size * _pixelRatio;
T
tschw 已提交
2107
		uniforms.scale.value = _canvas.clientHeight * 0.5;
M
Mr.doob 已提交
2108 2109 2110

		uniforms.map.value = material.map;

2111 2112 2113 2114 2115 2116 2117 2118 2119
		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
2120
	}
M
Mr.doob 已提交
2121

M
Mr.doob 已提交
2122
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2123 2124 2125

		uniforms.fogColor.value = fog.color;

2126
		if ( fog.isFog ) {
M
Mr.doob 已提交
2127 2128 2129 2130

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

2131
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2132 2133 2134 2135 2136

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2137
	}
M
Mr.doob 已提交
2138

M
Mr.doob 已提交
2139
	function refreshUniformsLambert( uniforms, material ) {
2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2156
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2157

2158
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2159
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2160

2161 2162 2163 2164
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
2165

2166
		}
2167

2168
		if ( material.emissiveMap ) {
2169

2170
			uniforms.emissiveMap.value = material.emissiveMap;
2171

2172
		}
M
Mr.doob 已提交
2173

2174 2175 2176 2177
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2178

2179
		}
M
Mr.doob 已提交
2180

2181 2182 2183 2184 2185 2186
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2187

2188 2189 2190 2191 2192
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2193

2194
		}
2195 2196 2197

	}

M
Mr.doob 已提交
2198
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258

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

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2259
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2260

2261 2262 2263
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2264 2265 2266 2267
		refreshUniformsStandard( uniforms, material );

	}

2268 2269
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2270
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2271

M
Mr.doob 已提交
2272
		uniforms.ambientLightColor.needsUpdate = value;
2273

B
Ben Houston 已提交
2274 2275 2276 2277
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;
2278

M
Mr.doob 已提交
2279
	}
2280

T
tschw 已提交
2281
	// Lighting
M
Mr.doob 已提交
2282

M
Mr.doob 已提交
2283
	function setupShadows( lights ) {
2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

				_lights.shadows[ lightShadowsLength ++ ] = light;

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2303
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2304

B
brason 已提交
2305
		var l, ll, light,
M
Mr.doob 已提交
2306
		r = 0, g = 0, b = 0,
B
Ben Houston 已提交
2307
		color,
B
brason 已提交
2308
		intensity,
M
Mr.doob 已提交
2309
		distance,
2310
		shadowMap,
M
Mr.doob 已提交
2311

2312
		viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2313

M
Mr.doob 已提交
2314
		directionalLength = 0,
M
Mr.doob 已提交
2315 2316
		pointLength = 0,
		spotLength = 0,
2317
		hemiLength = 0;
M
Mr.doob 已提交
2318 2319 2320 2321 2322 2323 2324 2325 2326

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

			light = lights[ l ];

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

2327
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2328

2329
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2330

2331 2332 2333
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2334

2335
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2336

M
Mr.doob 已提交
2337
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2338

2339
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2340
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2341
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2342 2343 2344
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2345
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2346

2347
				if ( light.castShadow ) {
M
Mr.doob 已提交
2348

2349 2350 2351
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2352

2353 2354
				}

2355
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2356
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2357
				_lights.directional[ directionalLength ++ ] = uniforms;
M
Mr.doob 已提交
2358

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

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

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

M
Mr.doob 已提交
2366 2367 2368 2369 2370 2371 2372 2373
				uniforms.color.copy( color ).multiplyScalar( intensity );
				uniforms.distance = distance;

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

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

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

2380 2381
				if ( light.castShadow ) {

2382 2383 2384
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2385

2386 2387
				}

2388
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2389
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2390
				_lights.spot[ spotLength ++ ] = uniforms;
2391

2392
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2393

M
Mr.doob 已提交
2394
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2395

M
Mr.doob 已提交
2396 2397
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2398

M
Mr.doob 已提交
2399 2400
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2401 2402
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2403
				uniforms.shadow = light.castShadow;
2404

M
Mr.doob 已提交
2405
				if ( light.castShadow ) {
2406

2407 2408 2409 2410 2411
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2412

2413
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2414

2415 2416
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2417
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2418

2419 2420
				}

2421 2422 2423 2424 2425
				// for point lights we set the shadow matrix to be a translation-only matrix
				// equal to inverse of the light's position
				_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
				_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );

M
Mr.doob 已提交
2426
				_lights.point[ pointLength ++ ] = uniforms;
2427

2428
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2429

M
Mr.doob 已提交
2430
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2431 2432 2433 2434

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2435

M
Mr.doob 已提交
2436 2437
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2438

M
Mr.doob 已提交
2439
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2440 2441 2442 2443 2444

			}

		}

M
Mr.doob 已提交
2445 2446 2447
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2448

M
Mr.doob 已提交
2449 2450
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2451
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2452
		_lights.hemi.length = hemiLength;
2453

2454
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length;
2455

M
Mr.doob 已提交
2456
	}
M
Mr.doob 已提交
2457 2458 2459 2460 2461

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2462
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2463
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2464 2465 2466 2467 2468

	};

	// Textures

T
tschw 已提交
2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2485
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2486

2487
	// this.setTexture2D = setTexture2D;
2488
	this.setTexture2D = ( function() {
T
tschw 已提交
2489

2490
		var warned = false;
T
tschw 已提交
2491

2492
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2493
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2494

T
Takahiro 已提交
2495
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2496

2497
				if ( ! warned ) {
T
tschw 已提交
2498

2499 2500
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2501

2502
				}
T
tschw 已提交
2503

2504
				texture = texture.texture;
T
tschw 已提交
2505

2506
			}
T
tschw 已提交
2507

2508
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2509

2510
		};
T
tschw 已提交
2511

2512
	}() );
T
tschw 已提交
2513

2514 2515 2516 2517
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2518
		return function setTexture( texture, slot ) {
2519 2520 2521 2522 2523 2524 2525 2526

			if ( ! warned ) {

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

			}

2527
			textures.setTexture2D( texture, slot );
2528 2529 2530 2531 2532 2533 2534 2535 2536

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2537
		return function setTextureCube( texture, slot ) {
2538 2539

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2540
			if ( texture && texture.isWebGLRenderTargetCube ) {
2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554

				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
2555
			if ( ( texture && texture.isCubeTexture ) ||
2556 2557 2558 2559 2560
				 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2561
				textures.setTextureCube( texture, slot );
2562 2563 2564 2565 2566

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2567
				textures.setTextureCubeDynamic( texture, slot );
2568 2569 2570 2571 2572 2573

			}

		};

	}() );
T
tschw 已提交
2574

2575 2576 2577 2578
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2579
	};
2580

2581
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2582

2583 2584
		_currentRenderTarget = renderTarget;

2585
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2586

2587
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2588 2589 2590

		}

T
Takahiro 已提交
2591
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2592
		var framebuffer;
M
Mr.doob 已提交
2593 2594 2595

		if ( renderTarget ) {

2596
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2597

M
Mr.doob 已提交
2598 2599
			if ( isCube ) {

2600
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2601 2602 2603

			} else {

2604
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2605 2606 2607

			}

2608 2609
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2610

2611
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2612 2613 2614 2615 2616

		} else {

			framebuffer = null;

2617
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2618
			_currentScissorTest = _scissorTest;
2619

2620
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2621 2622 2623

		}

M
Mr.doob 已提交
2624
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2625 2626 2627 2628 2629 2630

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

		}

2631 2632
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2633

2634
		state.viewport( _currentViewport );
2635

M
Mr.doob 已提交
2636 2637 2638
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2639
			_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
2640 2641 2642

		}

M
Mr.doob 已提交
2643 2644
	};

M
Mr.doob 已提交
2645
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2646

T
Takahiro 已提交
2647
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2648

2649
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2650
			return;
2651

G
gero3 已提交
2652
		}
2653

M
Mr.doob 已提交
2654
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2655

M
Mr.doob 已提交
2656
		if ( framebuffer ) {
2657

G
gero3 已提交
2658
			var restore = false;
2659

M
Mr.doob 已提交
2660
			if ( framebuffer !== _currentFramebuffer ) {
2661

M
Mr.doob 已提交
2662
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2663

G
gero3 已提交
2664
				restore = true;
2665

G
gero3 已提交
2666
			}
2667

M
Mr.doob 已提交
2668
			try {
2669

M
Mr.doob 已提交
2670
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2671 2672
				var textureFormat = texture.format;
				var textureType = texture.type;
2673

M
Mr.doob 已提交
2674
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2675

M
Mr.doob 已提交
2676 2677
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2678

M
Mr.doob 已提交
2679
				}
2680

M
Mr.doob 已提交
2681 2682 2683
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
				     ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
				     ! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2684

M
Mr.doob 已提交
2685 2686
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2687

M
Mr.doob 已提交
2688
				}
2689

M
Mr.doob 已提交
2690
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2691

2692 2693
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2694
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2695

M
Mr.doob 已提交
2696
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2697 2698

					}
2699

M
Mr.doob 已提交
2700
				} else {
M
Mr.doob 已提交
2701

M
Mr.doob 已提交
2702 2703 2704
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2705

M
Mr.doob 已提交
2706
			} finally {
M
Mr.doob 已提交
2707

M
Mr.doob 已提交
2708 2709 2710
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2711

M
Mr.doob 已提交
2712 2713 2714
				}

			}
M
Mr.doob 已提交
2715 2716 2717

		}

M
Mr.doob 已提交
2718 2719
	};

M
Mr.doob 已提交
2720 2721
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2722
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2723

2724 2725
		var extension;

R
Rich Harris 已提交
2726 2727 2728
		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
2729

R
Rich Harris 已提交
2730 2731 2732
		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
2733

R
Rich Harris 已提交
2734 2735 2736
		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
2737

R
Rich Harris 已提交
2738 2739 2740 2741
		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
2742

R
Rich Harris 已提交
2743 2744 2745 2746 2747 2748
		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
2749

2750 2751 2752 2753
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

R
Rich Harris 已提交
2754
			if ( p === HalfFloatType ) return extension.HALF_FLOAT_OES;
2755 2756 2757

		}

R
Rich Harris 已提交
2758 2759 2760 2761 2762 2763
		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;
2764
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2765

R
Rich Harris 已提交
2766 2767 2768
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2769

R
Rich Harris 已提交
2770 2771 2772 2773 2774 2775 2776 2777
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2778

R
Rich Harris 已提交
2779 2780 2781
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2782

2783
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
2784

2785 2786
		if ( extension !== null ) {

R
Rich Harris 已提交
2787 2788 2789 2790
			if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
M
Mr.doob 已提交
2791 2792 2793

		}

2794 2795 2796
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
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			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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		}

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		extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

		if ( extension !== null ) {

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			if ( p === RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
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		}

2813 2814 2815
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
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			if ( p === MinEquation ) return extension.MIN_EXT;
			if ( p === MaxEquation ) return extension.MAX_EXT;
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		}

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		extension = extensions.get( 'WEBGL_depth_texture' );

		if ( extension !== null ){

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			if ( p === UnsignedInt248Type ) return extension.UNSIGNED_INT_24_8_WEBGL;
2827 2828 2829

		}

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		return 0;

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	}
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}
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export { WebGLRenderer };