WebGLRenderer.js 65.7 KB
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import { 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, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, 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';
import { Matrix4 } from '../math/Matrix4';
import { WebGLUniforms } from './webgl/WebGLUniforms';
import { UniformsUtils } from './shaders/UniformsUtils';
import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { BoxBufferGeometry } from '../extras/geometries/BoxBufferGeometry';
import { Mesh } from '../objects/Mesh';
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PlaneBufferGeometry } from '../extras/geometries/PlaneBufferGeometry';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
import { WebGLLights } from './webgl/WebGLLights';
import { WebGLPrograms } from './webgl/WebGLPrograms';
import { WebGLObjects } from './webgl/WebGLObjects';
import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
import { Sphere } from '../math/Sphere';
import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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function WebGLRenderer( parameters ) {
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	console.log( 'THREE.WebGLRenderer', "80dev" );
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	parameters = parameters || {};

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

	// internal state cache

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

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	_currentScissor = new Vector4(),
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	_currentScissorTest = null,

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	_currentViewport = new Vector4(),
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	//

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	_usedTextureUnits = 0,

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	//

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

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

	_pixelRatio = 1,

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

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

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	_frustum = new Frustum(),
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	// clipping

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

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

	_lights = {

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		hash: '',

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

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		shadows: []
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	},

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	// info

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

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	};

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

			geometries: 0,
			textures: 0

		},
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

	//

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	function getTargetPixelRatio() {

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

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

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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	this.setClearAlpha = function ( alpha ) {
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		_clearAlpha = alpha;
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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	};

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

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

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

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

		properties.delete( material );

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

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

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	}
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	// Buffer rendering

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

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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
618

619
		var attributes = program.getAttributes();
620

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

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

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

		}

		if ( object.hasNormals ) {

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

R
Rich Harris 已提交
635
			if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.type !== 'MeshPhysicalMaterial' && material.shading === FlatShading ) {
M
Mr.doob 已提交
636

637
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
638

639
					var array = object.normalArray;
M
Mr.doob 已提交
640

641 642 643
					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
644

645 646 647
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
648

649 650 651
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
652

653 654 655
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
656 657 658 659 660 661

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
662

663
			state.enableAttribute( attributes.normal );
664

665
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
666 667 668 669 670

		}

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

671
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
672
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
673

674
			state.enableAttribute( attributes.uv );
675

676
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
677 678 679

		}

R
Rich Harris 已提交
680
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
681

682
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
683
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
684

685
			state.enableAttribute( attributes.color );
686

687
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
688 689 690

		}

691
		state.disableUnusedAttributes();
692

M
Mr.doob 已提交
693 694 695 696 697 698
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

699
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
700

M
Mr.doob 已提交
701 702
		setMaterial( material );

703
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
704

M
Mr.doob 已提交
705 706
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729

		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 ] );

			}

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

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

738 739
			var morphAttributes = geometry.morphAttributes;

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

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

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

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

749 750
					if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
					if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
M
Mr.doob 已提交
751 752 753

				} else {

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

				}

			}

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

			updateBuffers = true;

		}

768 769
		//

770
		var index = geometry.index;
771 772
		var position = geometry.attributes.position;

773 774
		if ( material.wireframe === true ) {

775
			index = objects.getWireframeAttribute( geometry );
776 777 778

		}

779 780
		var renderer;

781
		if ( index !== null ) {
782

783 784
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
785

786
		} else {
787

788
			renderer = bufferRenderer;
789

790
		}
M
Mr.doob 已提交
791

792
		if ( updateBuffers ) {
M
Mr.doob 已提交
793

794
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
795

796
			if ( index !== null ) {
797

798
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
799 800 801

			}

802
		}
803

804 805
		//

M
Mr.doob 已提交
806 807
		var dataStart = 0;
		var dataCount = Infinity;
808

M
Mr.doob 已提交
809
		if ( index !== null ) {
810

M
Mr.doob 已提交
811
			dataCount = index.count;
812

M
Mr.doob 已提交
813
		} else if ( position !== undefined ) {
814

M
Mr.doob 已提交
815
			dataCount = position.count;
816

M
Mr.doob 已提交
817
		}
818

M
Mr.doob 已提交
819 820
		var rangeStart = geometry.drawRange.start;
		var rangeCount = geometry.drawRange.count;
821

M
Mr.doob 已提交
822 823
		var groupStart = group !== null ? group.start : 0;
		var groupCount = group !== null ? group.count : Infinity;
824

M
Mr.doob 已提交
825 826 827 828 829 830
		var drawStart = Math.max( dataStart, rangeStart, groupStart );
		var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;

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

		//
831

T
Takahiro 已提交
832
		if ( object && object.isMesh ) {
833

834
			if ( material.wireframe === true ) {
835

836
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
837
				renderer.setMode( _gl.LINES );
838

839
			} else {
M
Mr.doob 已提交
840 841

				switch ( object.drawMode ) {
842

R
Rich Harris 已提交
843
					case TrianglesDrawMode:
B
Ben Adams 已提交
844 845 846
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
847
					case TriangleStripDrawMode:
B
Ben Adams 已提交
848 849 850
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
851
					case TriangleFanDrawMode:
B
Ben Adams 已提交
852 853 854 855
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
856

857
			}
858

859

T
Takahiro 已提交
860
		} else if ( object && object.isLine ) {
861

862
			var lineWidth = material.linewidth;
863

864
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
865

866
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
867

T
Takahiro 已提交
868
			if ( object && object.isLineSegments ) {
869

870
				renderer.setMode( _gl.LINES );
871

872
			} else {
873

874
				renderer.setMode( _gl.LINE_STRIP );
875 876

			}
M
Mr.doob 已提交
877

T
Takahiro 已提交
878
		} else if ( object && object.isPoints ) {
879 880

			renderer.setMode( _gl.POINTS );
881 882

		}
883

T
Takahiro 已提交
884
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
885 886 887

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
888
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
889

J
jfranc 已提交
890
			}
891 892 893

		} else {

M
Mr.doob 已提交
894
			renderer.render( drawStart, drawCount );
895

M
Mr.doob 已提交
896 897 898 899
		}

	};

900
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
901

M
Mr.doob 已提交
902
		var extension;
B
Ben Adams 已提交
903

T
Takahiro 已提交
904
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
905

M
Mr.doob 已提交
906
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
907

M
Mr.doob 已提交
908
			if ( extension === null ) {
B
Ben Adams 已提交
909

910
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
911
				return;
B
Ben Adams 已提交
912

M
Mr.doob 已提交
913 914 915
			}

		}
B
Ben Adams 已提交
916

917 918
		if ( startIndex === undefined ) startIndex = 0;

919 920
		state.initAttributes();

921
		var geometryAttributes = geometry.attributes;
922

923
		var programAttributes = program.getAttributes();
924

925
		var materialDefaultAttributeValues = material.defaultAttributeValues;
926

927
		for ( var name in programAttributes ) {
928

929
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
930

M
Mr.doob 已提交
931
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
932

933
				var geometryAttribute = geometryAttributes[ name ];
934

M
Mr.doob 已提交
935
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
936

937
					var type = _gl.FLOAT;
938
					var array = geometryAttribute.array;
939 940
					var normalized = geometryAttribute.normalized;

941 942
					if ( array instanceof Float32Array ) {

943
						type = _gl.FLOAT;
944 945 946

					} else if ( array instanceof Float64Array ) {

T
Takahiro 已提交
947
						console.warn( "Unsupported data buffer format: Float64Array" );
948 949 950

					} else if ( array instanceof Uint16Array ) {

951 952
						type = _gl.UNSIGNED_SHORT;

953 954
					} else if ( array instanceof Int16Array ) {

955
						type = _gl.SHORT;
956 957 958

					} else if ( array instanceof Uint32Array ) {

959
						type = _gl.UNSIGNED_INT;
960 961 962

					} else if ( array instanceof Int32Array ) {

963
						type = _gl.INT;
964 965 966

					} else if ( array instanceof Int8Array ) {

967
						type = _gl.BYTE;
968 969 970

					} else if ( array instanceof Uint8Array ) {

971
						type = _gl.UNSIGNED_BYTE;
972 973

					}
974

975
					var size = geometryAttribute.itemSize;
G
gero3 已提交
976
					var buffer = objects.getAttributeBuffer( geometryAttribute );
977

T
Takahiro 已提交
978
					if ( geometryAttribute && geometryAttribute.isInterleavedBufferAttribute ) {
979

M
Mr.doob 已提交
980 981 982 983
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
984
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
985

M
Mr.doob 已提交
986
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
987

M
Mr.doob 已提交
988
							if ( geometry.maxInstancedCount === undefined ) {
989

D
dubejf 已提交
990
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
991

M
Mr.doob 已提交
992
							}
B
Ben Adams 已提交
993

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

M
Mr.doob 已提交
996
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
997

M
Mr.doob 已提交
998
						}
B
Ben Adams 已提交
999

M
Mr.doob 已提交
1000
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1001
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
B
Ben Adams 已提交
1002

M
Mr.doob 已提交
1003
					} else {
B
Ben Adams 已提交
1004

T
Takahiro 已提交
1005
						if ( geometryAttribute && geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
1006

M
Mr.doob 已提交
1007
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
1008

M
Mr.doob 已提交
1009
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
1010

D
dubejf 已提交
1011
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
1012

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

M
Mr.doob 已提交
1015 1016 1017 1018
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
1019
						}
B
Ben Adams 已提交
1020

M
Mr.doob 已提交
1021
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1022
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * geometryAttribute.array.BYTES_PER_ELEMENT );
M
Mr.doob 已提交
1023

B
Ben Adams 已提交
1024
					}
M
Mr.doob 已提交
1025

1026 1027
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1028
					var value = materialDefaultAttributeValues[ name ];
1029

1030
					if ( value !== undefined ) {
M
Mr.doob 已提交
1031

1032
						switch ( value.length ) {
M
Mr.doob 已提交
1033

1034 1035 1036
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1037

1038 1039 1040
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1041

1042 1043 1044
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1045

1046 1047
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1048 1049

						}
M
Mr.doob 已提交
1050 1051 1052 1053 1054 1055 1056 1057

					}

				}

			}

		}
1058

1059
		state.disableUnusedAttributes();
1060

M
Mr.doob 已提交
1061 1062
	}

M
Mr.doob 已提交
1063 1064
	// Sorting

1065
	function absNumericalSort( a, b ) {
1066

1067
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1068 1069 1070

	}

M
Mr.doob 已提交
1071
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1072

U
unconed 已提交
1073
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1074

U
unconed 已提交
1075
			return a.object.renderOrder - b.object.renderOrder;
1076

1077 1078 1079 1080
		} 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
1081
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1082

M
Mr.doob 已提交
1083
			return a.material.id - b.material.id;
1084 1085

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1086

M
Mr.doob 已提交
1087
			return a.z - b.z;
M
Mr.doob 已提交
1088 1089 1090

		} else {

1091
			return a.id - b.id;
M
Mr.doob 已提交
1092 1093 1094

		}

1095
	}
M
Mr.doob 已提交
1096

M
Mr.doob 已提交
1097
	function reversePainterSortStable( a, b ) {
1098

U
unconed 已提交
1099
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1100

U
unconed 已提交
1101
			return a.object.renderOrder - b.object.renderOrder;
1102 1103

		} if ( a.z !== b.z ) {
1104

M
Mr.doob 已提交
1105
			return b.z - a.z;
1106 1107 1108 1109 1110 1111 1112

		} else {

			return a.id - b.id;

		}

1113
	}
1114

M
Mr.doob 已提交
1115 1116 1117 1118
	// Rendering

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

T
Takahiro 已提交
1119
		if ( ( camera && camera.isCamera ) === false ) {
M
Mr.doob 已提交
1120

1121
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1122 1123 1124 1125
			return;

		}

M
Mr.doob 已提交
1126
		var fog = scene.fog;
M
Mr.doob 已提交
1127 1128 1129

		// reset caching for this frame

1130
		_currentGeometryProgram = '';
1131
		_currentMaterialId = - 1;
1132
		_currentCamera = null;
M
Mr.doob 已提交
1133 1134 1135

		// update scene graph

1136
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1137 1138 1139

		// update camera matrices and frustum

1140
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1141 1142 1143 1144 1145 1146

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1147
		lights.length = 0;
1148

M
Mr.doob 已提交
1149 1150
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1151

M
Mr.doob 已提交
1152 1153 1154
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1155
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1156
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1157

1158
		projectObject( scene, camera );
M
Mr.doob 已提交
1159

1160 1161 1162
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1163
		if ( _this.sortObjects === true ) {
1164 1165 1166

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1167

1168 1169
		}

M
Mr.doob 已提交
1170
		//
M
Mr.doob 已提交
1171

T
tschw 已提交
1172
		if ( _clippingEnabled ) _clipping.beginShadows();
T
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1173

1174 1175
		setupShadows( lights );

M
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1176
		shadowMap.render( scene, camera );
M
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1177

1178 1179
		setupLights( lights, camera );

T
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1180
		if ( _clippingEnabled ) _clipping.endShadows();
T
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1181

M
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1182 1183
		//

1184 1185 1186 1187
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
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1188

1189 1190 1191 1192 1193 1194
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

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1195 1196
		this.setRenderTarget( renderTarget );

M
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1197 1198 1199 1200 1201 1202 1203 1204
		//

		var background = scene.background;

		if ( background === null ) {

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

T
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1205
		} else if ( background && background.isColor ) {
1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216

			glClearColor( background.r, background.g, background.b, 1 );

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1217
		if ( background && background.isCubeTexture ) {
M
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1218

1219
			backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
M
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1220 1221 1222 1223 1224 1225 1226

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

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

1227 1228
			objects.update( backgroundBoxMesh );

M
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1229 1230
			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

T
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1231
		} else if ( background && background.isTexture ) {
M
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1232 1233 1234

			backgroundPlaneMesh.material.map = background;

1235 1236
			objects.update( backgroundPlaneMesh );

M
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1237 1238
			_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

M
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1239 1240
		}

1241
		//
M
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1242 1243 1244

		if ( scene.overrideMaterial ) {

1245
			var overrideMaterial = scene.overrideMaterial;
M
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1246

1247 1248
			renderObjects( opaqueObjects, camera, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, fog, overrideMaterial );
1249

M
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1250 1251 1252 1253
		} else {

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

R
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1254
			state.setBlending( NoBlending );
1255
			renderObjects( opaqueObjects, camera, fog );
M
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1256 1257 1258

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

1259
			renderObjects( transparentObjects, camera, fog );
M
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1260 1261 1262 1263 1264

		}

		// custom render plugins (post pass)

M
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1265
		spritePlugin.render( scene, camera );
1266
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1267 1268 1269

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

M
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1270 1271
		if ( renderTarget ) {

1272
			textures.updateRenderTargetMipmap( renderTarget );
M
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1273 1274 1275

		}

1276
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1277

M
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1278 1279
		state.setDepthTest( true );
		state.setDepthWrite( true );
1280
		state.setColorWrite( true );
M
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1281 1282 1283 1284

		// _gl.finish();

	};
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1285

M
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1286 1287
	function pushRenderItem( object, geometry, material, z, group ) {

1288
		var array, index;
M
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1289

1290
		// allocate the next position in the appropriate array
M
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1291 1292 1293

		if ( material.transparent ) {

1294 1295
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
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1296 1297 1298

		} else {

1299 1300 1301 1302 1303
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1304 1305
		// recycle existing render item or grow the array

1306 1307 1308 1309 1310 1311 1312 1313 1314 1315
		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;
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1316 1317 1318

		} else {

1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
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1330 1331 1332 1333 1334

		}

	}

M
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1335 1336
	// TODO Duplicated code (Frustum)

T
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1337 1338 1339 1340 1341 1342 1343
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

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1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361
		_sphere.copy( geometry.boundingSphere ).
			applyMatrix4( object.matrixWorld );

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
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1362 1363

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1364 1365 1366 1367

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379

		var planes = _this.clippingPlanes,

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

		do {

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

T
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1380
		} while ( ++ i !== numPlanes );
T
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1381 1382 1383 1384 1385

		return true;

	}

1386
	function projectObject( object, camera ) {
M
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1387

M
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1388
		if ( object.visible === false ) return;
M
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1389

1390
		if ( object.layers.test( camera.layers ) ) {
M
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1391

T
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1392
			if ( object && object.isLight ) {
M
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1393

1394
				lights.push( object );
M
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1395

T
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1396
			} else if ( object && object.isSprite ) {
M
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1397

M
Mr.doob 已提交
1398
				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
1399 1400 1401 1402

					sprites.push( object );

				}
M
Mr.doob 已提交
1403

T
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1404
			} else if ( object && object.isLensFlare ) {
M
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1405

1406
				lensFlares.push( object );
M
Mr.doob 已提交
1407

T
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1408
			} else if ( object && object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1409

1410
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1411

1412 1413
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
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1414

1415
				}
1416

1417
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1418

T
Takahiro 已提交
1419
			} else if ( ( object && object.isMesh ) || ( object && object.isLine ) || ( object && object.isPoints ) ) {
M
Mr.doob 已提交
1420

T
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1421
				if ( object && object.isSkinnedMesh ) {
M
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1422

1423
					object.skeleton.update();
1424

1425
				}
1426

T
tschw 已提交
1427
				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
1428

1429
					var material = object.material;
1430

1431
					if ( material.visible === true ) {
M
Mr.doob 已提交
1432

1433
						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1434

1435 1436 1437 1438
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
Mr.doob 已提交
1439

1440
						var geometry = objects.update( object );
M
Mr.doob 已提交
1441

T
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1442
						if ( material && material.isMultiMaterial ) {
1443

1444 1445
							var groups = geometry.groups;
							var materials = material.materials;
1446

1447
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1448

1449 1450
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1451

1452
								if ( groupMaterial.visible === true ) {
1453

1454 1455 1456
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1457

M
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1458
							}
M
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1459

1460
						} else {
M
Mr.doob 已提交
1461

1462
							pushRenderItem( object, geometry, material, _vector3.z, null );
1463

1464
						}
O
OpenShift guest 已提交
1465

1466
					}
M
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1467

1468
				}
M
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1469

1470
			}
M
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1471

M
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1472
		}
M
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1473

M
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1474
		var children = object.children;
M
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1475

M
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1476 1477
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1478
			projectObject( children[ i ], camera );
M
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1479

1480
		}
1481

1482
	}
M
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1483

1484
	function renderObjects( renderList, camera, fog, overrideMaterial ) {
M
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1485

M
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1486
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1487

1488
			var renderItem = renderList[ i ];
M
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1489

1490
			var object = renderItem.object;
M
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1491 1492 1493
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1494

1495 1496
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
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1497

T
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1498
			if ( object && object.isImmediateRenderObject ) {
M
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1499

M
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1500
				setMaterial( material );
M
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1501

1502
				var program = setProgram( camera, fog, material, object );
M
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1503

M
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1504
				_currentGeometryProgram = '';
M
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1505

M
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1506
				object.render( function ( object ) {
M
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1507

M
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1508
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1509

M
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1510
				} );
1511

M
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1512
			} else {
M
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1513

1514
				_this.renderBufferDirect( camera, fog, geometry, material, object, group );
M
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1515

M
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1516
			}
M
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1517

1518
		}
M
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1519

1520
	}
G
gero3 已提交
1521

1522
	function initMaterial( material, fog, object ) {
M
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1523

1524
		var materialProperties = properties.get( material );
G
gero3 已提交
1525

T
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1526
		var parameters = programCache.getParameters(
T
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1527
				material, _lights, fog, _clipping.numPlanes, object );
T
tschw 已提交
1528

G
gero3 已提交
1529
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1530

1531
		var program = materialProperties.program;
T
tschw 已提交
1532
		var programChange = true;
1533

1534
		if ( program === undefined ) {
B
Ben Adams 已提交
1535

M
Mr.doob 已提交
1536 1537
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1538

1539
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1540

M
Mr.doob 已提交
1541
			// changed glsl or parameters
1542
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1543

G
gero3 已提交
1544
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1545

T
tschw 已提交
1546
			// same glsl and uniform list
T
tschw 已提交
1547 1548
			return;

T
tschw 已提交
1549
		} else {
B
Ben Adams 已提交
1550

T
tschw 已提交
1551 1552
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1553 1554 1555

		}

1556
		if ( programChange ) {
B
Ben Adams 已提交
1557

1558
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1559

R
Rich Harris 已提交
1560
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1561

1562 1563
				materialProperties.__webglShader = {
					name: material.type,
R
Rich Harris 已提交
1564
					uniforms: UniformsUtils.clone( shader.uniforms ),
1565 1566 1567
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1568

1569
			} else {
B
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1570

1571 1572 1573 1574 1575 1576
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1577

1578
			}
G
gero3 已提交
1579

1580
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1581

1582
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1583

1584 1585
			materialProperties.program = program;
			material.program = program;
1586 1587 1588

		}

1589
		var attributes = program.getAttributes();
M
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1590 1591 1592 1593 1594

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1595
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1596

M
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1597
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
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1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1611
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1612

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
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1623 1624
		var uniforms = materialProperties.__webglShader.uniforms;

T
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1625 1626
		if ( ! ( material && material.isShaderMaterial ) &&
				! ( material && material.isRawShaderMaterial ) ||
T
tschw 已提交
1627 1628
				material.clipping === true ) {

T
tschw 已提交
1629 1630
			materialProperties.numClippingPlanes = _clipping.numPlanes;
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1631 1632 1633

		}

M
Mr.doob 已提交
1634
		if ( material.lights ) {
1635

1636 1637
			// store the light setup it was created for

1638 1639
			materialProperties.lightsHash = _lights.hash;

1640 1641 1642 1643 1644
			// wire up the material to this renderer's lighting state

			uniforms.ambientLightColor.value = _lights.ambient;
			uniforms.directionalLights.value = _lights.directional;
			uniforms.spotLights.value = _lights.spot;
M
Mr.doob 已提交
1645
			uniforms.pointLights.value = _lights.point;
1646 1647
			uniforms.hemisphereLights.value = _lights.hemi;

1648 1649 1650 1651 1652 1653
			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;
1654

1655 1656
		}

T
tschw 已提交
1657 1658
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
R
Rich Harris 已提交
1659
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1660

T
tschw 已提交
1661 1662
		materialProperties.uniformsList = uniformsList;
		materialProperties.dynamicUniforms =
R
Rich Harris 已提交
1663
				WebGLUniforms.splitDynamic( uniformsList, uniforms );
A
arose 已提交
1664

M
Mr.doob 已提交
1665
	}
M
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1666

1667 1668
	function setMaterial( material ) {

R
Rich Harris 已提交
1669
		if ( material.side !== DoubleSide )
T
tschw 已提交
1670 1671 1672 1673
			state.enable( _gl.CULL_FACE );
		else
			state.disable( _gl.CULL_FACE );

R
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1674
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1675

1676 1677
		if ( material.transparent === true ) {

1678
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
1679

1680 1681
		} else {

R
Rich Harris 已提交
1682
			state.setBlending( NoBlending );
1683

1684 1685
		}

B
Ben Adams 已提交
1686
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1687 1688
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1689
		state.setColorWrite( material.colorWrite );
M
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1690
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1691 1692 1693

	}

1694
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1695 1696 1697

		_usedTextureUnits = 0;

1698
		var materialProperties = properties.get( material );
1699

T
tschw 已提交
1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710
		if ( _clippingEnabled ) {

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

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

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
T
tschw 已提交
1711
				_clipping.setState(
T
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1712 1713 1714 1715 1716 1717
						material.clippingPlanes, material.clipShadows,
						camera, materialProperties, useCache );

			}

			if ( materialProperties.numClippingPlanes !== undefined &&
T
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1718
				materialProperties.numClippingPlanes !== _clipping.numPlanes ) {
T
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1719 1720 1721 1722 1723 1724 1725

				material.needsUpdate = true;

			}

		}

1726 1727 1728 1729 1730 1731
		if ( materialProperties.program === undefined ) {

			material.needsUpdate = true;

		}

1732 1733
		if ( materialProperties.lightsHash !== undefined &&
			materialProperties.lightsHash !== _lights.hash ) {
1734 1735 1736 1737 1738 1739

			material.needsUpdate = true;

		}

		if ( material.needsUpdate ) {
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1740

1741
			initMaterial( material, fog, object );
M
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1742 1743 1744 1745
			material.needsUpdate = false;

		}

1746
		var refreshProgram = false;
M
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1747
		var refreshMaterial = false;
1748
		var refreshLights = false;
M
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1749

1750
		var program = materialProperties.program,
1751
			p_uniforms = program.getUniforms(),
1752
			m_uniforms = materialProperties.__webglShader.uniforms;
M
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1753

1754
		if ( program.id !== _currentProgram ) {
M
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1755

1756 1757
			_gl.useProgram( program.program );
			_currentProgram = program.id;
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1758

1759
			refreshProgram = true;
M
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1760
			refreshMaterial = true;
1761
			refreshLights = true;
M
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1762 1763 1764 1765 1766 1767

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1768

M
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1769 1770 1771 1772
			refreshMaterial = true;

		}

1773
		if ( refreshProgram || camera !== _currentCamera ) {
M
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1774

T
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1775
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
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1776

G
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1777
			if ( capabilities.logarithmicDepthBuffer ) {
1778

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1779 1780
				p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1781 1782 1783 1784

			}


1785 1786 1787 1788 1789 1790 1791 1792 1793
			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
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1794
				refreshLights = true;		// remains set until update done
1795 1796

			}
M
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1797

1798 1799 1800
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

T
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1801 1802 1803
			if ( ( material && material.isShaderMaterial ) ||
				 ( material && material.isMeshPhongMaterial ) ||
				 ( material && material.isMeshStandardMaterial ) ||
1804 1805
				 material.envMap ) {

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1806 1807 1808
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1809

T
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1810 1811
					uCamPos.setValue( _gl,
							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1812 1813 1814 1815 1816

				}

			}

T
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1817 1818 1819 1820 1821
			if ( ( material && material.isMeshPhongMaterial ) ||
				 ( material && material.isMeshLambertMaterial ) ||
				 ( material && material.isMeshBasicMaterial ) ||
				 ( material && material.isMeshStandardMaterial ) ||
				 ( material && material.isShaderMaterial ) ||
1822 1823
				 material.skinning ) {

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1824
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1825 1826 1827

			}

T
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1828 1829
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
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1830

M
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1831 1832 1833 1834 1835 1836 1837 1838
		}

		// 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
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1839 1840
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1841

T
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1842
			var skeleton = object.skeleton;
1843

T
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1844
			if ( skeleton ) {
1845

T
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1846
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
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1847

T
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1848 1849 1850
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
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1851

T
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1852
				} else {
M
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1853

T
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1854
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1855 1856 1857 1858 1859 1860 1861 1862 1863

				}

			}

		}

		if ( refreshMaterial ) {

M
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1864
			if ( material.lights ) {
M
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1865

1866
				// the current material requires lighting info
M
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1867

T
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1868 1869 1870 1871 1872 1873
				// 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
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1874

T
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1875
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1876

T
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1877
			}
G
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1878

T
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1879
			// refresh uniforms common to several materials
G
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1880

T
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1881
			if ( fog && material.fog ) {
G
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1882

T
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1883
				refreshUniformsFog( m_uniforms, fog );
M
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1884 1885 1886

			}

T
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1887 1888 1889 1890 1891
			if ( ( material && material.isMeshBasicMaterial ) ||
				 ( material && material.isMeshLambertMaterial ) ||
				 ( material && material.isMeshPhongMaterial ) ||
				 ( material && material.isMeshStandardMaterial ) ||
				 ( material && material.isMeshDepthMaterial ) ) {
M
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1892 1893 1894 1895 1896 1897 1898

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

T
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1899
			if ( material && material.isLineBasicMaterial ) {
M
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1900 1901 1902

				refreshUniformsLine( m_uniforms, material );

T
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1903
			} else if ( material && material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1904 1905 1906 1907

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

T
Takahiro 已提交
1908
			} else if ( material && material.isPointsMaterial ) {
M
Mr.doob 已提交
1909

M
Mr.doob 已提交
1910
				refreshUniformsPoints( m_uniforms, material );
M
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1911

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

				refreshUniformsLambert( m_uniforms, material );

T
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1916
			} else if ( material && material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1917 1918 1919

				refreshUniformsPhong( m_uniforms, material );

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

				refreshUniformsPhysical( m_uniforms, material );

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

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

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

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

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

				}

T
Takahiro 已提交
1938
			} else if ( material && material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1939 1940 1941 1942 1943

				m_uniforms.opacity.value = material.opacity;

			}

R
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1944
			WebGLUniforms.upload(
T
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1945
					_gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1946 1947 1948

		}

M
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1949

T
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1950
		// common matrices
M
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1951

T
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1952 1953 1954
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1955 1956


T
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1957
		// dynamic uniforms
A
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1958

T
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1959
		var dynUniforms = materialProperties.dynamicUniforms;
A
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1960

T
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1961
		if ( dynUniforms !== null ) {
A
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1962

R
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1963
			WebGLUniforms.evalDynamic(
T
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1964
					dynUniforms, m_uniforms, object, camera );
A
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1965

R
Rich Harris 已提交
1966
			WebGLUniforms.upload( _gl, dynUniforms, m_uniforms, _this );
A
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1967 1968 1969

		}

T
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1970
		return program;
A
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1971 1972 1973

	}

M
Mr.doob 已提交
1974 1975
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1976
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1977 1978 1979

		uniforms.opacity.value = material.opacity;

1980
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1981

1982
		if ( material.emissive ) {
M
Mr.doob 已提交
1983

1984
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1985 1986 1987

		}

1988 1989 1990
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1991

1992
		if ( material.aoMap ) {
1993

1994 1995
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1996 1997 1998

		}

M
Mr.doob 已提交
1999
		// uv repeat and offset setting priorities
M
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2000 2001 2002 2003 2004
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2005
		// 6. emissive map
M
Mr.doob 已提交
2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2017 2018 2019 2020
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2021 2022 2023 2024 2025 2026 2027 2028
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2029 2030 2031 2032 2033 2034 2035 2036
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

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

			uvScaleMap = material.alphaMap;

2041 2042 2043 2044
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2045 2046 2047 2048
		}

		if ( uvScaleMap !== undefined ) {

2049
			// backwards compatibility
R
Rich Harris 已提交
2050
			if ( (uvScaleMap && uvScaleMap.isWebGLRenderTarget) ) {
M
Mr.doob 已提交
2051 2052 2053 2054 2055

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2056 2057 2058 2059 2060 2061 2062 2063
			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;
2064 2065 2066 2067 2068

		// 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
2069
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2070

2071
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2072 2073
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2074
	}
M
Mr.doob 已提交
2075

M
Mr.doob 已提交
2076
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2077 2078 2079 2080

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

M
Mr.doob 已提交
2081
	}
M
Mr.doob 已提交
2082

M
Mr.doob 已提交
2083
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2084 2085 2086 2087 2088

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

M
Mr.doob 已提交
2089
	}
M
Mr.doob 已提交
2090

M
Mr.doob 已提交
2091
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2092

2093
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2094
		uniforms.opacity.value = material.opacity;
2095
		uniforms.size.value = material.size * _pixelRatio;
T
tschw 已提交
2096
		uniforms.scale.value = _canvas.clientHeight * 0.5;
M
Mr.doob 已提交
2097 2098 2099

		uniforms.map.value = material.map;

2100 2101 2102 2103 2104 2105 2106 2107 2108
		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
2109
	}
M
Mr.doob 已提交
2110

M
Mr.doob 已提交
2111
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2112 2113 2114

		uniforms.fogColor.value = fog.color;

T
Takahiro 已提交
2115
		if ( fog && fog.isFog ) {
M
Mr.doob 已提交
2116 2117 2118 2119

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

T
Takahiro 已提交
2120
		} else if ( fog && fog.isFogExp2 ) {
M
Mr.doob 已提交
2121 2122 2123 2124 2125

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2126
	}
M
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2127

M
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2128
	function refreshUniformsLambert( uniforms, material ) {
2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
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2145
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2146

2147
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2148
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
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2149

2150 2151 2152 2153
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
2154

2155
		}
2156

2157
		if ( material.emissiveMap ) {
2158

2159
			uniforms.emissiveMap.value = material.emissiveMap;
2160

2161
		}
M
Mr.doob 已提交
2162

2163 2164 2165 2166
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
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2167

2168
		}
M
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2169

2170 2171 2172 2173 2174 2175
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2176

2177 2178 2179 2180 2181
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2182

2183
		}
2184 2185 2186

	}

M
Mr.doob 已提交
2187
	function refreshUniformsStandard( uniforms, material ) {
W
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2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247

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

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2248
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2249

2250 2251 2252
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2253 2254 2255 2256
		refreshUniformsStandard( uniforms, material );

	}

2257 2258
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2259
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2260

M
Mr.doob 已提交
2261
		uniforms.ambientLightColor.needsUpdate = value;
2262

B
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2263 2264 2265 2266
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;
2267

M
Mr.doob 已提交
2268
	}
2269

T
tschw 已提交
2270
	// Lighting
M
Mr.doob 已提交
2271

M
Mr.doob 已提交
2272
	function setupShadows( lights ) {
2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291

		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
2292
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2293

B
brason 已提交
2294
		var l, ll, light,
M
Mr.doob 已提交
2295
		r = 0, g = 0, b = 0,
B
Ben Houston 已提交
2296
		color,
B
brason 已提交
2297
		intensity,
M
Mr.doob 已提交
2298
		distance,
2299
		shadowMap,
M
Mr.doob 已提交
2300

2301
		viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2302

M
Mr.doob 已提交
2303
		directionalLength = 0,
M
Mr.doob 已提交
2304 2305
		pointLength = 0,
		spotLength = 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

T
Takahiro 已提交
2318
			if ( light && 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

T
Takahiro 已提交
2324
			} else if ( light && 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

T
Takahiro 已提交
2348
			} else if ( light && 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

T
Takahiro 已提交
2381
			} else if ( light && light.isPointLight ) {
M
Mr.doob 已提交
2382

M
Mr.doob 已提交
2383
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2384

M
Mr.doob 已提交
2385 2386
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2387

M
Mr.doob 已提交
2388 2389
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2390 2391
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2392
				uniforms.shadow = light.castShadow;
2393

M
Mr.doob 已提交
2394
				if ( light.castShadow ) {
2395

2396 2397 2398 2399 2400
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2401

2402
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2403

2404 2405
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2406
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2407

2408 2409
				}

2410 2411 2412 2413 2414
				// 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
2415
				_lights.point[ pointLength ++ ] = uniforms;
2416

T
Takahiro 已提交
2417
			} else if ( light && light.isHemisphereLight ) {
M
Mr.doob 已提交
2418

M
Mr.doob 已提交
2419
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2420 2421 2422 2423

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2424

M
Mr.doob 已提交
2425 2426
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2427

M
Mr.doob 已提交
2428
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2429 2430 2431 2432 2433

			}

		}

M
Mr.doob 已提交
2434 2435 2436
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2437

M
Mr.doob 已提交
2438 2439
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2440
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2441
		_lights.hemi.length = hemiLength;
2442

2443
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length;
2444

M
Mr.doob 已提交
2445
	}
M
Mr.doob 已提交
2446 2447 2448 2449 2450

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2451
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2452
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2453 2454 2455 2456 2457

	};

	// Textures

T
tschw 已提交
2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473
	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;

	}

2474
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2475

2476
	// this.setTexture2D = setTexture2D;
2477
	this.setTexture2D = ( function() {
T
tschw 已提交
2478

2479
		var warned = false;
T
tschw 已提交
2480

2481
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2482
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2483

T
Takahiro 已提交
2484
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2485

2486
				if ( ! warned ) {
T
tschw 已提交
2487

2488 2489
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2490

2491
				}
T
tschw 已提交
2492

2493
				texture = texture.texture;
T
tschw 已提交
2494

2495
			}
T
tschw 已提交
2496

2497
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2498

2499
		};
T
tschw 已提交
2500

2501
	}() );
T
tschw 已提交
2502

2503 2504 2505 2506
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2507
		return function setTexture( texture, slot ) {
2508 2509 2510 2511 2512 2513 2514 2515

			if ( ! warned ) {

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

			}

2516
			textures.setTexture2D( texture, slot );
2517 2518 2519 2520 2521 2522 2523 2524 2525

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2526
		return function setTextureCube( texture, slot ) {
2527 2528

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2529
			if ( texture && texture.isWebGLRenderTargetCube ) {
2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543

				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
2544
			if ( ( texture && texture.isCubeTexture ) ||
2545 2546 2547 2548 2549
				 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2550
				textures.setTextureCube( texture, slot );
2551 2552 2553 2554 2555

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2556
				textures.setTextureCubeDynamic( texture, slot );
2557 2558 2559 2560 2561 2562

			}

		};

	}() );
T
tschw 已提交
2563

2564 2565 2566 2567
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2568
	};
2569

2570
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2571

2572 2573
		_currentRenderTarget = renderTarget;

2574
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2575

2576
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2577 2578 2579

		}

T
Takahiro 已提交
2580
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2581
		var framebuffer;
M
Mr.doob 已提交
2582 2583 2584

		if ( renderTarget ) {

2585
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2586

M
Mr.doob 已提交
2587 2588
			if ( isCube ) {

2589
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2590 2591 2592

			} else {

2593
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2594 2595 2596

			}

2597 2598
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2599

2600
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2601 2602 2603 2604 2605

		} else {

			framebuffer = null;

2606
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2607
			_currentScissorTest = _scissorTest;
2608

2609
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2610 2611 2612

		}

M
Mr.doob 已提交
2613
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2614 2615 2616 2617 2618 2619

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

		}

2620 2621
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2622

2623
		state.viewport( _currentViewport );
2624

M
Mr.doob 已提交
2625 2626 2627
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2628
			_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
2629 2630 2631

		}

M
Mr.doob 已提交
2632 2633
	};

M
Mr.doob 已提交
2634
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2635

T
Takahiro 已提交
2636
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2637

2638
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2639
			return;
2640

G
gero3 已提交
2641
		}
2642

M
Mr.doob 已提交
2643
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2644

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

G
gero3 已提交
2647
			var restore = false;
2648

M
Mr.doob 已提交
2649
			if ( framebuffer !== _currentFramebuffer ) {
2650

M
Mr.doob 已提交
2651
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2652

G
gero3 已提交
2653
				restore = true;
2654

G
gero3 已提交
2655
			}
2656

M
Mr.doob 已提交
2657
			try {
2658

M
Mr.doob 已提交
2659
				var texture = renderTarget.texture;
2660

R
Rich Harris 已提交
2661
				if ( texture.format !== RGBAFormat && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2662

M
Mr.doob 已提交
2663 2664
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2665

M
Mr.doob 已提交
2666
				}
2667

R
Rich Harris 已提交
2668
				if ( texture.type !== UnsignedByteType &&
M
Michael Herzog 已提交
2669
				     paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) &&
R
Rich Harris 已提交
2670 2671
				     ! ( texture.type === FloatType && extensions.get( 'WEBGL_color_buffer_float' ) ) &&
				     ! ( texture.type === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2672

M
Mr.doob 已提交
2673 2674
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2675

M
Mr.doob 已提交
2676
				}
2677

M
Mr.doob 已提交
2678
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2679

2680 2681
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2682
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2683 2684 2685 2686

						_gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );

					}
2687

M
Mr.doob 已提交
2688
				} else {
M
Mr.doob 已提交
2689

M
Mr.doob 已提交
2690 2691 2692
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2693

M
Mr.doob 已提交
2694
			} finally {
M
Mr.doob 已提交
2695

M
Mr.doob 已提交
2696 2697 2698
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2699

M
Mr.doob 已提交
2700 2701 2702
				}

			}
M
Mr.doob 已提交
2703 2704 2705

		}

M
Mr.doob 已提交
2706 2707
	};

M
Mr.doob 已提交
2708 2709
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2710
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2711

2712 2713
		var extension;

R
Rich Harris 已提交
2714 2715 2716
		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
2717

R
Rich Harris 已提交
2718 2719 2720
		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
2721

R
Rich Harris 已提交
2722 2723 2724
		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
2725

R
Rich Harris 已提交
2726 2727 2728 2729
		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
2730

R
Rich Harris 已提交
2731 2732 2733 2734 2735 2736
		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
2737

2738 2739 2740 2741
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

R
Rich Harris 已提交
2742
			if ( p === HalfFloatType ) return extension.HALF_FLOAT_OES;
2743 2744 2745

		}

R
Rich Harris 已提交
2746 2747 2748 2749 2750 2751
		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;
M
Mr.doob 已提交
2752

R
Rich Harris 已提交
2753 2754 2755
		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
2756

R
Rich Harris 已提交
2757 2758 2759 2760 2761 2762 2763 2764
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2765

R
Rich Harris 已提交
2766 2767 2768
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2769

2770
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
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		if ( extension !== null ) {

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			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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		}

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		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

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

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		extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

		if ( extension !== null ) {

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

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		extension = extensions.get( 'EXT_blend_minmax' );

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

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		return 0;

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	}
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};
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export { WebGLRenderer };