WebGLRenderer.js 68.0 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';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxBufferGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneBufferGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
import { WebGLLights } from './webgl/WebGLLights';
import { WebGLPrograms } from './webgl/WebGLPrograms';
import { WebGLObjects } from './webgl/WebGLObjects';
import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
import { Sphere } from '../math/Sphere';
import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		// internal state cache
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		_currentProgram = null,
		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
		_currentCamera = null,
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		_currentViewport = new Vector4(),
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		//
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		_usedTextureUnits = 0,
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		//
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		_clearColor = new Color( 0x000000 ),
		_clearAlpha = 0,
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		_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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		_matrix4 = new Matrix4(),
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		_matrix42 = new Matrix4(),
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		// light arrays cache
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		_lights = {
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			hash: '',
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		ambient: [ 0, 0, 0 ],
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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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		rectArea: [],
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		point: [],
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		pointShadowMap: [],
		pointShadowMatrix: [],
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		hemi: [],

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			shadows: []
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		},
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		// info
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		_infoRender = {
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			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0
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		};
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	this.info = {
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		render: _infoRender,
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		memory: {

			geometries: 0,
			textures: 0

		},
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

	//

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

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

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

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

		properties.delete( material );

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

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

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	}
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	// Buffer rendering

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

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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
609

610
		var attributes = program.getAttributes();
611

M
Mr.doob 已提交
612 613
		if ( object.hasPositions ) {

614
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
615
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
616

617 618
			state.enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
619 620 621 622 623

		}

		if ( object.hasNormals ) {

624
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
625

626
			if ( ! material.isMeshPhongMaterial &&
627
				! material.isMeshStandardMaterial &&
628
				! material.isMeshNormalMaterial &&
629
				material.shading === FlatShading ) {
M
Mr.doob 已提交
630

631
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
632

633
					var array = object.normalArray;
M
Mr.doob 已提交
634

635 636 637
					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
638

639 640 641
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
642

643 644 645
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
646

647 648 649
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
650 651 652 653 654 655

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
656

657
			state.enableAttribute( attributes.normal );
658

659
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
660 661 662 663 664

		}

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

665
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
666
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
667

668
			state.enableAttribute( attributes.uv );
669

670
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
671 672 673

		}

R
Rich Harris 已提交
674
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
675

676
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
677
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
678

679
			state.enableAttribute( attributes.color );
680

681
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
682 683 684

		}

685
		state.disableUnusedAttributes();
686

M
Mr.doob 已提交
687 688 689 690 691 692
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

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

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

697
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
698

M
Mr.doob 已提交
699 700
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723

		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 ] );

			}

724
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
725 726 727 728 729 730 731

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

732 733
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
734 735 736 737 738 739 740
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

741
					var index = influence[ 1 ];
M
Mr.doob 已提交
742

743 744
					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
745 746 747

				} else {

748 749
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
750 751 752 753 754

				}

			}

755 756 757 758 759 760
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

T
tschw 已提交
761
			program.getUniforms().setValue(
762
				_gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
763 764 765 766 767

			updateBuffers = true;

		}

768 769
		//

770
		var index = geometry.index;
771
		var position = geometry.attributes.position;
772
		var rangeFactor = 1;
773

774 775
		if ( material.wireframe === true ) {

776
			index = objects.getWireframeAttribute( geometry );
777
			rangeFactor = 2;
778 779 780

		}

781 782
		var renderer;

783
		if ( index !== null ) {
784

785 786
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
787

788
		} else {
789

790
			renderer = bufferRenderer;
791

792
		}
M
Mr.doob 已提交
793

794
		if ( updateBuffers ) {
M
Mr.doob 已提交
795

796
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
797

798
			if ( index !== null ) {
799

800
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
801 802 803

			}

804
		}
805

806 807
		//

808
		var dataCount = 0;
809

M
Mr.doob 已提交
810
		if ( index !== null ) {
811

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

M
Mr.doob 已提交
814
		} else if ( position !== undefined ) {
815

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

M
Mr.doob 已提交
818
		}
819

M
Mr.doob 已提交
820 821
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
822

M
Mr.doob 已提交
823 824
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
825

M
Mr.doob 已提交
826 827
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
828 829 830

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

831 832
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
833
		//
834

835
		if ( object.isMesh ) {
836

837
			if ( material.wireframe === true ) {
838

839
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
840
				renderer.setMode( _gl.LINES );
841

842
			} else {
M
Mr.doob 已提交
843 844

				switch ( object.drawMode ) {
845

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

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

R
Rich Harris 已提交
854
					case TriangleFanDrawMode:
B
Ben Adams 已提交
855 856 857 858
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
859

860
			}
861

862

863
		} else if ( object.isLine ) {
864

865
			var lineWidth = material.linewidth;
866

867
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
868

869
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
870

871
			if ( object.isLineSegments ) {
872

873
				renderer.setMode( _gl.LINES );
874

875
			} else {
876

877
				renderer.setMode( _gl.LINE_STRIP );
878 879

			}
M
Mr.doob 已提交
880

881
		} else if ( object.isPoints ) {
882 883

			renderer.setMode( _gl.POINTS );
884 885

		}
886

T
Takahiro 已提交
887
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
888 889 890

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
891
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
892

J
jfranc 已提交
893
			}
894 895 896

		} else {

M
Mr.doob 已提交
897
			renderer.render( drawStart, drawCount );
898

M
Mr.doob 已提交
899 900 901 902
		}

	};

903
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
904

M
Mr.doob 已提交
905
		var extension;
B
Ben Adams 已提交
906

T
Takahiro 已提交
907
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
908

M
Mr.doob 已提交
909
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
910

M
Mr.doob 已提交
911
			if ( extension === null ) {
B
Ben Adams 已提交
912

913
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
914
				return;
B
Ben Adams 已提交
915

M
Mr.doob 已提交
916 917 918
			}

		}
B
Ben Adams 已提交
919

920 921
		if ( startIndex === undefined ) startIndex = 0;

922 923
		state.initAttributes();

924
		var geometryAttributes = geometry.attributes;
925

926
		var programAttributes = program.getAttributes();
927

928
		var materialDefaultAttributeValues = material.defaultAttributeValues;
929

930
		for ( var name in programAttributes ) {
931

932
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
933

M
Mr.doob 已提交
934
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
935

936
				var geometryAttribute = geometryAttributes[ name ];
937

M
Mr.doob 已提交
938
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
939

940
					var normalized = geometryAttribute.normalized;
941
					var size = geometryAttribute.itemSize;
942

943
					var attributeProperties = objects.getAttributeProperties( geometryAttribute );
944

945 946 947
					var buffer = attributeProperties.__webglBuffer;
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
948

A
aardgoose 已提交
949
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
950

M
Mr.doob 已提交
951 952 953 954
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
955
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
956

M
Mr.doob 已提交
957
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
958

M
Mr.doob 已提交
959
							if ( geometry.maxInstancedCount === undefined ) {
960

D
dubejf 已提交
961
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
962

M
Mr.doob 已提交
963
							}
B
Ben Adams 已提交
964

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

M
Mr.doob 已提交
967
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
968

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

M
Mr.doob 已提交
971
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
972
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
973

M
Mr.doob 已提交
974
					} else {
B
Ben Adams 已提交
975

A
aardgoose 已提交
976
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
977

M
Mr.doob 已提交
978
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
979

M
Mr.doob 已提交
980
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
981

D
dubejf 已提交
982
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
983

M
Mr.doob 已提交
984
							}
B
Ben Adams 已提交
985

M
Mr.doob 已提交
986 987 988 989
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
990
						}
B
Ben Adams 已提交
991

M
Mr.doob 已提交
992
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
993
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
994

B
Ben Adams 已提交
995
					}
M
Mr.doob 已提交
996

997 998
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
999
					var value = materialDefaultAttributeValues[ name ];
1000

1001
					if ( value !== undefined ) {
M
Mr.doob 已提交
1002

1003
						switch ( value.length ) {
M
Mr.doob 已提交
1004

1005 1006 1007
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1008

1009 1010 1011
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1012

1013 1014 1015
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1016

1017 1018
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1019 1020

						}
M
Mr.doob 已提交
1021 1022 1023 1024 1025 1026 1027 1028

					}

				}

			}

		}
1029

1030
		state.disableUnusedAttributes();
1031

M
Mr.doob 已提交
1032 1033
	}

M
Mr.doob 已提交
1034 1035
	// Sorting

1036
	function absNumericalSort( a, b ) {
1037

1038
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1039 1040 1041

	}

M
Mr.doob 已提交
1042
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1043

U
unconed 已提交
1044
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1045

U
unconed 已提交
1046
			return a.object.renderOrder - b.object.renderOrder;
1047

1048 1049 1050 1051
		} 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
1052
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1053

M
Mr.doob 已提交
1054
			return a.material.id - b.material.id;
1055 1056

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1057

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

		} else {

1062
			return a.id - b.id;
M
Mr.doob 已提交
1063 1064 1065

		}

1066
	}
M
Mr.doob 已提交
1067

M
Mr.doob 已提交
1068
	function reversePainterSortStable( a, b ) {
1069

U
unconed 已提交
1070
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1071

U
unconed 已提交
1072
			return a.object.renderOrder - b.object.renderOrder;
1073 1074

		} if ( a.z !== b.z ) {
1075

M
Mr.doob 已提交
1076
			return b.z - a.z;
1077 1078 1079 1080 1081 1082 1083

		} else {

			return a.id - b.id;

		}

1084
	}
1085

M
Mr.doob 已提交
1086 1087 1088 1089
	// Rendering

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

1090
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1091

1092
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1093 1094 1095 1096 1097 1098
			return;

		}

		// reset caching for this frame

1099
		_currentGeometryProgram = '';
1100
		_currentMaterialId = - 1;
1101
		_currentCamera = null;
M
Mr.doob 已提交
1102 1103 1104

		// update scene graph

1105
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1106 1107 1108

		// update camera matrices and frustum

1109
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1110 1111 1112 1113 1114 1115

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1116
		lights.length = 0;
1117

M
Mr.doob 已提交
1118 1119
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1120

M
Mr.doob 已提交
1121 1122 1123
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1124
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1125
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1126

1127
		projectObject( scene, camera );
M
Mr.doob 已提交
1128

1129 1130 1131
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1132
		if ( _this.sortObjects === true ) {
1133 1134 1135

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1136

1137 1138
		}

M
Mr.doob 已提交
1139
		//
M
Mr.doob 已提交
1140

T
tschw 已提交
1141
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1142

1143 1144
		setupShadows( lights );

M
Mr.doob 已提交
1145
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1146

1147 1148
		setupLights( lights, camera );

T
tschw 已提交
1149
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1150

M
Mr.doob 已提交
1151 1152
		//

1153 1154 1155 1156
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1157

1158 1159 1160 1161 1162 1163
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1164 1165
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1166 1167 1168 1169 1170 1171
		//

		var background = scene.background;

		if ( background === null ) {

1172
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1173

T
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1174
		} else if ( background && background.isColor ) {
1175

1176
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1177
			forceClear = true;
1178 1179 1180 1181 1182 1183 1184 1185 1186

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1187
		if ( background && background.isCubeTexture ) {
M
Mr.doob 已提交
1188

1189
			backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
M
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1190 1191 1192 1193 1194 1195 1196

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

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

1197 1198
			objects.update( backgroundBoxMesh );

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1199 1200
			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

T
Takahiro 已提交
1201
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1202 1203 1204

			backgroundPlaneMesh.material.map = background;

1205 1206
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1207 1208
			_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

M
Mr.doob 已提交
1209 1210
		}

1211
		//
M
Mr.doob 已提交
1212 1213 1214

		if ( scene.overrideMaterial ) {

1215
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1216

1217 1218
			renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			renderObjects( transparentObjects, scene, camera, overrideMaterial );
1219

M
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1220 1221 1222 1223
		} else {

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

R
Rich Harris 已提交
1224
			state.setBlending( NoBlending );
1225
			renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1226 1227 1228

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

1229
			renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1230 1231 1232 1233 1234

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1235
		spritePlugin.render( scene, camera );
1236
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1237 1238 1239

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

M
Mr.doob 已提交
1240 1241
		if ( renderTarget ) {

1242
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1243 1244 1245

		}

1246
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1247

M
Mr.doob 已提交
1248 1249
		state.setDepthTest( true );
		state.setDepthWrite( true );
1250
		state.setColorWrite( true );
M
Mr.doob 已提交
1251 1252 1253 1254

		// _gl.finish();

	};
M
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1255

M
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1256 1257
	function pushRenderItem( object, geometry, material, z, group ) {

1258
		var array, index;
M
Mr.doob 已提交
1259

1260
		// allocate the next position in the appropriate array
M
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1261 1262 1263

		if ( material.transparent ) {

1264 1265
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
Mr.doob 已提交
1266 1267 1268

		} else {

1269 1270 1271 1272 1273
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1274 1275
		// recycle existing render item or grow the array

1276 1277 1278 1279 1280 1281 1282 1283 1284 1285
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
Mr.doob 已提交
1286 1287 1288

		} else {

1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
Mr.doob 已提交
1300 1301 1302 1303 1304

		}

	}

M
Mr.doob 已提交
1305 1306
	// TODO Duplicated code (Frustum)

T
tschw 已提交
1307 1308 1309 1310 1311 1312 1313
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1314
		_sphere.copy( geometry.boundingSphere ).
1315
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331

		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
1332 1333

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1334 1335 1336 1337

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349

		var planes = _this.clippingPlanes,

			center = sphere.center,
			negRad = - sphere.radius,
			i = 0;

		do {

			// out when deeper than radius in the negative halfspace
			if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;

T
tschw 已提交
1350
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1351 1352 1353 1354 1355

		return true;

	}

1356
	function projectObject( object, camera ) {
M
Mr.doob 已提交
1357

M
Mr.doob 已提交
1358
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1359

1360
		var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
M
Mr.doob 已提交
1361

1362 1363 1364
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1365

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

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

M
Mr.doob 已提交
1370
				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
1371 1372 1373 1374

					sprites.push( object );

				}
M
Mr.doob 已提交
1375

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

1378
				lensFlares.push( object );
M
Mr.doob 已提交
1379

1380
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1381

1382
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1383

1384 1385
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1386

1387
				}
1388

1389
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1390

1391
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1392

1393
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1394

1395
					object.skeleton.update();
1396

1397
				}
1398

T
tschw 已提交
1399
				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
1400

1401
					var material = object.material;
1402

1403
					if ( material.visible === true ) {
M
Mr.doob 已提交
1404

1405
						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1406

1407 1408 1409 1410
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
Mr.doob 已提交
1411

1412
						var geometry = objects.update( object );
M
Mr.doob 已提交
1413

1414
						if ( material.isMultiMaterial ) {
1415

1416 1417
							var groups = geometry.groups;
							var materials = material.materials;
1418

1419
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1420

1421 1422
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1423

1424
								if ( groupMaterial.visible === true ) {
1425

1426 1427 1428
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1429

M
Mr.doob 已提交
1430
							}
M
Mr.doob 已提交
1431

1432
						} else {
M
Mr.doob 已提交
1433

1434
							pushRenderItem( object, geometry, material, _vector3.z, null );
1435

1436
						}
O
OpenShift guest 已提交
1437

1438
					}
M
Mr.doob 已提交
1439

1440
				}
M
Mr.doob 已提交
1441

1442
			}
M
Mr.doob 已提交
1443

M
Mr.doob 已提交
1444
		}
M
Mr.doob 已提交
1445

M
Mr.doob 已提交
1446
		var children = object.children;
M
Mr.doob 已提交
1447

M
Mr.doob 已提交
1448 1449
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1450
			projectObject( children[ i ], camera );
M
Mr.doob 已提交
1451

1452
		}
1453

1454
	}
M
Mr.doob 已提交
1455

1456
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1457

M
Mr.doob 已提交
1458
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1459

1460
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1461

1462
			var object = renderItem.object;
M
Mr.doob 已提交
1463 1464 1465
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1466

1467 1468
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1469

1470
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
1471

1472
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1473

M
Mr.doob 已提交
1474
				setMaterial( material );
M
Mr.doob 已提交
1475

1476
				var program = setProgram( camera, scene.fog, material, object );
M
Mr.doob 已提交
1477

M
Mr.doob 已提交
1478
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1479

M
Mr.doob 已提交
1480
				object.render( function ( object ) {
M
Mr.doob 已提交
1481

M
Mr.doob 已提交
1482
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1483

M
Mr.doob 已提交
1484
				} );
1485

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

1488
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1489

M
Mr.doob 已提交
1490
			}
M
Mr.doob 已提交
1491

1492
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1493 1494


1495
		}
M
Mr.doob 已提交
1496

1497
	}
G
gero3 已提交
1498

1499
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1500

1501
		var materialProperties = properties.get( material );
G
gero3 已提交
1502

T
tschw 已提交
1503
		var parameters = programCache.getParameters(
1504
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1505

G
gero3 已提交
1506
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1507

1508
		var program = materialProperties.program;
T
tschw 已提交
1509
		var programChange = true;
1510

1511
		if ( program === undefined ) {
B
Ben Adams 已提交
1512

M
Mr.doob 已提交
1513 1514
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1515

1516
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1517

M
Mr.doob 已提交
1518
			// changed glsl or parameters
1519
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1520

G
gero3 已提交
1521
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1522

T
tschw 已提交
1523
			// same glsl and uniform list
T
tschw 已提交
1524 1525
			return;

T
tschw 已提交
1526
		} else {
B
Ben Adams 已提交
1527

T
tschw 已提交
1528 1529
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1530 1531 1532

		}

1533
		if ( programChange ) {
B
Ben Adams 已提交
1534

1535
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1536

R
Rich Harris 已提交
1537
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1538

1539 1540
				materialProperties.__webglShader = {
					name: material.type,
1541
					uniforms: UniformsUtils.clone( shader.uniforms ),
1542 1543 1544
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1545

1546
			} else {
B
Ben Adams 已提交
1547

1548 1549 1550 1551 1552 1553
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1554

1555
			}
G
gero3 已提交
1556

1557
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1558

1559
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1560

1561 1562
			materialProperties.program = program;
			material.program = program;
1563 1564 1565

		}

1566
		var attributes = program.getAttributes();
M
Mr.doob 已提交
1567 1568 1569 1570 1571

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1572
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1573

M
Mr.doob 已提交
1574
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1588
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1589

M
Mr.doob 已提交
1590
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1591 1592 1593 1594 1595 1596 1597 1598 1599

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1600 1601
		var uniforms = materialProperties.__webglShader.uniforms;

1602
		if ( ! material.isShaderMaterial &&
1603 1604
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1605

T
tschw 已提交
1606
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1607
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1608
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1609 1610 1611

		}

1612
		materialProperties.fog = fog;
1613

1614
		// store the light setup it was created for
1615

1616
		materialProperties.lightsHash = _lights.hash;
1617

M
Mr.doob 已提交
1618
		if ( material.lights ) {
1619 1620 1621 1622 1623 1624

			// 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;
1625
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1626
			uniforms.pointLights.value = _lights.point;
1627 1628
			uniforms.hemisphereLights.value = _lights.hemi;

1629 1630 1631 1632 1633 1634
			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;
1635
			// TODO (abelnation): add area lights shadow info to uniforms
1636

1637 1638
		}

T
tschw 已提交
1639 1640
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1641
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1642

T
tschw 已提交
1643
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1644

M
Mr.doob 已提交
1645
	}
M
Mr.doob 已提交
1646

1647 1648
	function setMaterial( material ) {

M
Mr.doob 已提交
1649 1650 1651
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1652

R
Rich Harris 已提交
1653
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1654

M
Mr.doob 已提交
1655 1656 1657
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1658

B
Ben Adams 已提交
1659
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1660 1661
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1662
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1663
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1664 1665 1666

	}

1667
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1668 1669 1670

		_usedTextureUnits = 0;

1671
		var materialProperties = properties.get( material );
1672

T
tschw 已提交
1673 1674 1675 1676 1677
		if ( _clippingEnabled ) {

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

				var useCache =
1678 1679
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1680 1681 1682 1683

				// 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
1684
				_clipping.setState(
1685 1686
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1687 1688 1689 1690 1691

			}

		}

1692
		if ( material.needsUpdate === false ) {
1693

1694
			if ( materialProperties.program === undefined ) {
1695

1696
				material.needsUpdate = true;
1697

1698
			} else if ( material.fog && materialProperties.fog !== fog ) {
1699

M
Mr.doob 已提交
1700
				material.needsUpdate = true;
1701

1702
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1703

1704
				material.needsUpdate = true;
1705

1706
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1707
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
1708
				materialProperties.numIntersection  !== _clipping.numIntersection ) ) {
1709 1710 1711

				material.needsUpdate = true;

1712
			}
1713 1714 1715 1716

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1717

1718
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1719 1720 1721 1722
			material.needsUpdate = false;

		}

1723
		var refreshProgram = false;
M
Mr.doob 已提交
1724
		var refreshMaterial = false;
1725
		var refreshLights = false;
M
Mr.doob 已提交
1726

1727
		var program = materialProperties.program,
1728
			p_uniforms = program.getUniforms(),
1729
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1730

1731
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1732

1733 1734
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1735

1736
			refreshProgram = true;
M
Mr.doob 已提交
1737
			refreshMaterial = true;
1738
			refreshLights = true;
M
Mr.doob 已提交
1739 1740 1741 1742 1743 1744

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1745

M
Mr.doob 已提交
1746 1747 1748 1749
			refreshMaterial = true;

		}

1750
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1751

T
tschw 已提交
1752
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1753

G
gero3 已提交
1754
			if ( capabilities.logarithmicDepthBuffer ) {
1755

T
tschw 已提交
1756
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1757
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1758 1759 1760 1761

			}


1762 1763 1764 1765 1766 1767 1768 1769 1770
			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
1771
				refreshLights = true;		// remains set until update done
1772 1773

			}
M
Mr.doob 已提交
1774

1775 1776 1777
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1778
			if ( material.isShaderMaterial ||
1779 1780 1781
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1782

T
tschw 已提交
1783 1784 1785
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1786

T
tschw 已提交
1787
					uCamPos.setValue( _gl,
1788
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1789 1790 1791 1792 1793

				}

			}

1794
			if ( material.isMeshPhongMaterial ||
1795 1796 1797 1798 1799
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
				material.skinning ) {
1800

T
tschw 已提交
1801
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1802 1803 1804

			}

T
tschw 已提交
1805 1806
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1807

M
Mr.doob 已提交
1808 1809 1810 1811 1812 1813 1814 1815
		}

		// 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
1816 1817
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1818

T
tschw 已提交
1819
			var skeleton = object.skeleton;
1820

T
tschw 已提交
1821
			if ( skeleton ) {
1822

T
tschw 已提交
1823
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1824

T
tschw 已提交
1825 1826 1827
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
Mr.doob 已提交
1828

T
tschw 已提交
1829
				} else {
M
Mr.doob 已提交
1830

T
tschw 已提交
1831
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1832 1833 1834 1835 1836 1837 1838 1839 1840

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1841
			if ( material.lights ) {
M
Mr.doob 已提交
1842

1843
				// the current material requires lighting info
M
Mr.doob 已提交
1844

T
tschw 已提交
1845 1846 1847 1848 1849 1850
				// 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
1851

T
tschw 已提交
1852
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1853

T
tschw 已提交
1854
			}
G
gero3 已提交
1855

T
tschw 已提交
1856
			// refresh uniforms common to several materials
G
gero3 已提交
1857

T
tschw 已提交
1858
			if ( fog && material.fog ) {
G
gero3 已提交
1859

T
tschw 已提交
1860
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1861 1862 1863

			}

1864
			if ( material.isMeshBasicMaterial ||
1865 1866 1867
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1868
				material.isMeshNormalMaterial ||
1869
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1870 1871 1872 1873 1874 1875 1876

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1877
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1878 1879 1880

				refreshUniformsLine( m_uniforms, material );

1881
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1882 1883 1884 1885

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

1886
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1887

M
Mr.doob 已提交
1888
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1889

1890
			} else if ( material.isMeshLambertMaterial ) {
1891 1892 1893

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1894 1895 1896 1897
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1898 1899 1900 1901
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1902
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1903 1904 1905

				refreshUniformsPhysical( m_uniforms, material );

1906
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1907

1908
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1909

1910
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1911

1912 1913 1914 1915 1916 1917 1918 1919
				if ( material.displacementMap ) {

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

				}

1920
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1921

1922
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1923 1924 1925

			}

M
Mr.doob 已提交
1926 1927 1928 1929 1930 1931
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
Rich Harris 已提交
1932
			WebGLUniforms.upload(
1933
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1934 1935 1936

		}

M
Mr.doob 已提交
1937

T
tschw 已提交
1938
		// common matrices
M
Mr.doob 已提交
1939

T
tschw 已提交
1940 1941 1942
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1943

T
tschw 已提交
1944
		return program;
A
arose 已提交
1945 1946 1947

	}

M
Mr.doob 已提交
1948 1949
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1950
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1951 1952 1953

		uniforms.opacity.value = material.opacity;

1954
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1955

1956
		if ( material.emissive ) {
M
Mr.doob 已提交
1957

1958
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1959 1960 1961

		}

1962 1963 1964
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1965

1966 1967 1968 1969 1970 1971 1972
		if ( material.lightMap ) {

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

		}

1973
		if ( material.aoMap ) {
1974

1975 1976
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1977 1978 1979

		}

M
Mr.doob 已提交
1980
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1981 1982 1983 1984 1985
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1986
		// 6. emissive map
M
Mr.doob 已提交
1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

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

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2002 2003 2004 2005 2006 2007 2008 2009
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2010 2011 2012 2013 2014 2015 2016 2017
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2018 2019 2020 2021
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2022 2023 2024 2025
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2026 2027 2028 2029
		}

		if ( uvScaleMap !== undefined ) {

2030
			// backwards compatibility
2031
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2032 2033 2034 2035 2036

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2037 2038 2039 2040 2041 2042 2043 2044
			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;
2045 2046 2047 2048 2049

		// 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
2050
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2051

2052
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2053 2054
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2055
	}
M
Mr.doob 已提交
2056

M
Mr.doob 已提交
2057
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2058 2059 2060 2061

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

M
Mr.doob 已提交
2062
	}
M
Mr.doob 已提交
2063

M
Mr.doob 已提交
2064
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2065 2066 2067 2068 2069

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

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

M
Mr.doob 已提交
2072
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2073

2074
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2075
		uniforms.opacity.value = material.opacity;
2076
		uniforms.size.value = material.size * _pixelRatio;
2077
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2078 2079 2080

		uniforms.map.value = material.map;

2081 2082 2083 2084 2085 2086 2087 2088 2089
		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
2090
	}
M
Mr.doob 已提交
2091

M
Mr.doob 已提交
2092
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2093 2094 2095

		uniforms.fogColor.value = fog.color;

2096
		if ( fog.isFog ) {
M
Mr.doob 已提交
2097 2098 2099 2100

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

2101
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2102 2103 2104 2105 2106

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2107
	}
M
Mr.doob 已提交
2108

M
Mr.doob 已提交
2109
	function refreshUniformsLambert( uniforms, material ) {
2110 2111 2112 2113 2114 2115 2116 2117 2118

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2119
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2120

2121
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2122
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2123

2124
		if ( material.emissiveMap ) {
2125

2126
			uniforms.emissiveMap.value = material.emissiveMap;
2127

2128
		}
M
Mr.doob 已提交
2129

2130 2131 2132 2133
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2134

2135
		}
M
Mr.doob 已提交
2136

2137 2138 2139 2140 2141 2142
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2143

2144 2145 2146 2147 2148
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2149

2150
		}
2151

T
Takahiro 已提交
2152 2153 2154 2155 2156 2157
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2158
		if ( material.gradientMap ) {
T
Takahiro 已提交
2159

T
Takahiro 已提交
2160
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2161 2162 2163

		}

2164 2165
	}

M
Mr.doob 已提交
2166
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219

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

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2220
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2221

2222 2223 2224
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2225 2226 2227 2228
		refreshUniformsStandard( uniforms, material );

	}

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
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

2255 2256
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2257
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2258

M
Mr.doob 已提交
2259
		uniforms.ambientLightColor.needsUpdate = value;
2260

B
Ben Houston 已提交
2261 2262 2263
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2264
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2265
		uniforms.hemisphereLights.needsUpdate = value;
2266

M
Mr.doob 已提交
2267
	}
2268

T
tschw 已提交
2269
	// Lighting
M
Mr.doob 已提交
2270

M
Mr.doob 已提交
2271
	function setupShadows( lights ) {
2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290

		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
2291
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2292

B
brason 已提交
2293
		var l, ll, light,
2294 2295 2296 2297 2298
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2299

2300
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2301

M
Mr.doob 已提交
2302
		directionalLength = 0,
M
Mr.doob 已提交
2303 2304
		pointLength = 0,
		spotLength = 0,
2305
		rectAreaLength = 0,
2306
		hemiLength = 0;
M
Mr.doob 已提交
2307 2308 2309 2310 2311 2312 2313 2314 2315

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

			light = lights[ l ];

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

2316
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2317

2318
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2319

2320 2321 2322
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2323

2324
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2325

M
Mr.doob 已提交
2326
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2327

2328
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2329
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2330
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2331 2332 2333
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2334
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2335

2336
				if ( light.castShadow ) {
M
Mr.doob 已提交
2337

2338 2339 2340
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2341

2342 2343
				}

2344
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2345
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2346
				_lights.directional[ directionalLength ++ ] = uniforms;
M
Mr.doob 已提交
2347

2348
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2349

M
Mr.doob 已提交
2350
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2351 2352 2353

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2354

M
Mr.doob 已提交
2355 2356 2357 2358 2359 2360 2361 2362
				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 );

2363 2364
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2365
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2366

2367
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2368

2369 2370
				if ( light.castShadow ) {

2371 2372 2373
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2374

2375 2376
				}

2377
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2378
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2379
				_lights.spot[ spotLength ++ ] = uniforms;
2380

2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

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

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

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

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

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

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

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

				_lights.rectArea[ rectAreaLength ++ ] = uniforms;

2413
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2414

M
Mr.doob 已提交
2415
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2416

M
Mr.doob 已提交
2417 2418
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2419

M
Mr.doob 已提交
2420 2421
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2422 2423
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2424
				uniforms.shadow = light.castShadow;
2425

M
Mr.doob 已提交
2426
				if ( light.castShadow ) {
2427

2428 2429 2430 2431 2432
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2433

2434
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2435

2436 2437
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2438
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2439

2440 2441
				}

2442 2443 2444 2445 2446
				// 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
2447
				_lights.point[ pointLength ++ ] = uniforms;
2448

2449
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2450

M
Mr.doob 已提交
2451
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2452 2453 2454 2455

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2456

M
Mr.doob 已提交
2457 2458
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2459

M
Mr.doob 已提交
2460
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2461 2462 2463 2464 2465

			}

		}

M
Mr.doob 已提交
2466 2467 2468
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2469

M
Mr.doob 已提交
2470 2471
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2472
		_lights.rectArea.length = rectAreaLength;
2473
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2474
		_lights.hemi.length = hemiLength;
2475

2476 2477
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2478

M
Mr.doob 已提交
2479
	}
M
Mr.doob 已提交
2480 2481 2482 2483 2484

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2485
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2486
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2487 2488 2489 2490 2491

	};

	// Textures

T
tschw 已提交
2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507
	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;

	}

2508
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2509

2510
	// this.setTexture2D = setTexture2D;
2511
	this.setTexture2D = ( function() {
T
tschw 已提交
2512

2513
		var warned = false;
T
tschw 已提交
2514

2515
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2516
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2517

T
Takahiro 已提交
2518
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2519

2520
				if ( ! warned ) {
T
tschw 已提交
2521

2522 2523
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2524

2525
				}
T
tschw 已提交
2526

2527
				texture = texture.texture;
T
tschw 已提交
2528

2529
			}
T
tschw 已提交
2530

2531
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2532

2533
		};
T
tschw 已提交
2534

2535
	}() );
T
tschw 已提交
2536

2537 2538 2539 2540
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2541
		return function setTexture( texture, slot ) {
2542 2543 2544 2545 2546 2547 2548 2549

			if ( ! warned ) {

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

			}

2550
			textures.setTexture2D( texture, slot );
2551 2552 2553 2554 2555 2556 2557 2558 2559

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2560
		return function setTextureCube( texture, slot ) {
2561 2562

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2563
			if ( texture && texture.isWebGLRenderTargetCube ) {
2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577

				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
2578
			if ( ( texture && texture.isCubeTexture ) ||
2579
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2580 2581 2582 2583

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2584
				textures.setTextureCube( texture, slot );
2585 2586 2587 2588 2589

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2590
				textures.setTextureCubeDynamic( texture, slot );
2591 2592 2593 2594 2595 2596

			}

		};

	}() );
T
tschw 已提交
2597

2598 2599 2600 2601
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2602
	};
2603

2604
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2605

2606 2607
		_currentRenderTarget = renderTarget;

2608
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2609

2610
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2611 2612 2613

		}

T
Takahiro 已提交
2614
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2615
		var framebuffer;
M
Mr.doob 已提交
2616 2617 2618

		if ( renderTarget ) {

2619
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2620

M
Mr.doob 已提交
2621 2622
			if ( isCube ) {

2623
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2624 2625 2626

			} else {

2627
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2628 2629 2630

			}

2631 2632
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2633

2634
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2635 2636 2637 2638 2639

		} else {

			framebuffer = null;

2640
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2641
			_currentScissorTest = _scissorTest;
2642

2643
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2644 2645 2646

		}

M
Mr.doob 已提交
2647
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2648 2649 2650 2651 2652 2653

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

		}

2654 2655
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2656

2657
		state.viewport( _currentViewport );
2658

M
Mr.doob 已提交
2659 2660 2661
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2662
			_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
2663 2664 2665

		}

M
Mr.doob 已提交
2666 2667
	};

M
Mr.doob 已提交
2668
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2669

T
Takahiro 已提交
2670
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2671

2672
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2673
			return;
2674

G
gero3 已提交
2675
		}
2676

M
Mr.doob 已提交
2677
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2678

M
Mr.doob 已提交
2679
		if ( framebuffer ) {
2680

G
gero3 已提交
2681
			var restore = false;
2682

M
Mr.doob 已提交
2683
			if ( framebuffer !== _currentFramebuffer ) {
2684

M
Mr.doob 已提交
2685
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2686

G
gero3 已提交
2687
				restore = true;
2688

G
gero3 已提交
2689
			}
2690

M
Mr.doob 已提交
2691
			try {
2692

M
Mr.doob 已提交
2693
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2694 2695
				var textureFormat = texture.format;
				var textureType = texture.type;
2696

M
Mr.doob 已提交
2697
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2698

M
Mr.doob 已提交
2699 2700
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2701

M
Mr.doob 已提交
2702
				}
2703

M
Mr.doob 已提交
2704
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2705 2706
					! ( 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' ) ) ) {
2707

M
Mr.doob 已提交
2708 2709
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2710

M
Mr.doob 已提交
2711
				}
2712

M
Mr.doob 已提交
2713
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2714

2715 2716
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2717
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2718

M
Mr.doob 已提交
2719
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2720 2721

					}
2722

M
Mr.doob 已提交
2723
				} else {
M
Mr.doob 已提交
2724

M
Mr.doob 已提交
2725 2726 2727
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2728

M
Mr.doob 已提交
2729
			} finally {
M
Mr.doob 已提交
2730

M
Mr.doob 已提交
2731 2732 2733
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2734

M
Mr.doob 已提交
2735 2736 2737
				}

			}
M
Mr.doob 已提交
2738 2739 2740

		}

M
Mr.doob 已提交
2741 2742
	};

M
Mr.doob 已提交
2743 2744
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2745
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2746

2747 2748
		var extension;

R
Rich Harris 已提交
2749 2750 2751
		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
2752

R
Rich Harris 已提交
2753 2754 2755
		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
2756

R
Rich Harris 已提交
2757 2758 2759
		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
2760

R
Rich Harris 已提交
2761 2762 2763 2764
		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
2765

R
Rich Harris 已提交
2766 2767 2768 2769 2770 2771
		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
2772

2773
		if ( p === HalfFloatType ) {
2774

2775
			extension = extensions.get( 'OES_texture_half_float' );
2776

2777
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2778 2779 2780

		}

R
Rich Harris 已提交
2781 2782 2783 2784 2785 2786
		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;
2787
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2788

R
Rich Harris 已提交
2789 2790 2791
		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
2792

R
Rich Harris 已提交
2793 2794 2795 2796 2797 2798 2799 2800
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
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		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
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		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
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2809
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
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2811 2812 2813 2814 2815 2816 2817 2818
			if ( extension !== null ) {

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

			}
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		}

2822
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2823
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2824

2825
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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			if ( extension !== null ) {

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

			}
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		}

2838
		if ( p === RGB_ETC1_Format ) {
2839

2840
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2841

2842
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2843 2844 2845

		}

2846 2847 2848
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2849

2850
			if ( extension !== null ) {
2851

2852 2853 2854 2855
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2856 2857 2858

		}

2859
		if ( p === UnsignedInt248Type ) {
2860

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

2863
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2864 2865 2866

		}

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		return 0;

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	}
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}
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export { WebGLRenderer };