WebGLRenderer.js 56.2 KB
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import { REVISION, RGBAFormat, HalfFloatType, FloatType, ByteType, UnsignedByteType, FrontFaceDirectionCW, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
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import { WebGLFlareRenderer } from './webgl/WebGLFlareRenderer';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer';
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import { WebGLShadowMap } from './webgl/WebGLShadowMap';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLBackground } from './webgl/WebGLBackground';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLMorphtargets } from './webgl/WebGLMorphtargets';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
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import { WebVRManager } from './webvr/WebVRManager';
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import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
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import { WebGLUtils } from './webgl/WebGLUtils';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
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		_currentCamera = null,
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		_currentArrayCamera = null,
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		_currentViewport = new Vector4(),
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		//
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		_usedTextureUnits = 0,
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		//
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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		_vector3 = new Vector3(),
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		// info
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		_infoMemory = {
			geometries: 0,
			textures: 0
		},

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		_infoRender = {
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			frame: 0,
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			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0
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		};
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	this.info = {
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		render: _infoRender,
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		memory: _infoMemory,
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		programs: null
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	};
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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.addEventListener( 'webglcontextrestored', onContextRestore, 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, capabilities, state;
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	var properties, textures, attributes, geometries, objects, lights;
	var programCache, renderLists;
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	var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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	var flareRenderer, spriteRenderer;
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	var utils;

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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
		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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		utils = new WebGLUtils( _gl, extensions );

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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, utils );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory );
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		attributes = new WebGLAttributes( _gl );
		geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
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		objects = new WebGLObjects( geometries, _infoRender );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		lights = new WebGLLights();
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		renderLists = new WebGLRenderLists();
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		background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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		flareRenderer = new WebGLFlareRenderer( _this, _gl, state, textures, capabilities );
		spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
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		_this.info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;

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	}

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	initGLContext();
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	// vr
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	var vr = new WebVRManager( _this );
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	this.vr = vr;
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	// shadow map

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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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	this.forceContextRestore = function () {

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

	};

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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;

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		this.setSize( _width, _height, 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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		var device = vr.getDevice();

		if ( device && device.isPresenting ) {

			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
			return;

		}

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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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	};

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	this.getDrawingBufferSize = function () {

		return {
			width: _width * _pixelRatio,
			height: _height * _pixelRatio
		};

	};

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	this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

		_canvas.width = width * pixelRatio;
		_canvas.height = height * pixelRatio;

		this.setViewport( 0, 0, width, height );

	};

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

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		_viewport.set( x, _height - y - height, width, height );
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		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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	};

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	this.setScissor = function ( x, y, width, height ) {
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		_scissor.set( x, _height - y - height, width, height );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
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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 = background.getClearColor;
	this.setClearColor = background.setClearColor;
	this.getClearAlpha = background.getClearAlpha;
	this.setClearAlpha = background.setClearAlpha;
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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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	//
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	this.dispose = function () {
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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
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		renderLists.dispose();

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		vr.dispose();
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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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		console.log( 'THREE.WebGLRenderer: Context Lost.' );

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		_isContextLost = true;

	}

	function onContextRestore( event ) {
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		console.log( 'THREE.WebGLRenderer: Context Restored.' );
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		_isContextLost = false;
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		initGLContext();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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	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();
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		var programAttributes = program.getAttributes();
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		if ( object.hasPositions ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
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		}

		if ( object.hasNormals ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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			if ( ! material.isMeshPhongMaterial &&
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				! material.isMeshStandardMaterial &&
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				! material.isMeshNormalMaterial &&
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				material.flatShading === true ) {
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				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
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					var array = object.normalArray;
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					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;
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					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
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					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
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					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
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				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
628

629
			state.enableAttribute( programAttributes.normal );
630

631
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
632 633 634 635 636

		}

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

637
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
638
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
639

640
			state.enableAttribute( programAttributes.uv );
641

642
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
643 644 645

		}

R
Rich Harris 已提交
646
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
647

648
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
649
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
650

651
			state.enableAttribute( programAttributes.color );
652

653
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
654 655 656

		}

657
		state.disableUnusedAttributes();
658

M
Mr.doob 已提交
659 660 661 662 663 664
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

665
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
666

667
		state.setMaterial( material );
M
Mr.doob 已提交
668

M
Mr.doob 已提交
669
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
670
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
671

M
Mr.doob 已提交
672
		var updateBuffers = false;
M
Mr.doob 已提交
673 674 675 676 677 678 679 680

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

681
		if ( object.morphTargetInfluences ) {
682

683
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
684 685 686 687 688

			updateBuffers = true;

		}

689 690
		//

691
		var index = geometry.index;
692
		var position = geometry.attributes.position;
693
		var rangeFactor = 1;
694

695 696
		if ( material.wireframe === true ) {

697
			index = geometries.getWireframeAttribute( geometry );
698
			rangeFactor = 2;
699 700 701

		}

M
Mr.doob 已提交
702
		var attribute;
M
Mr.doob 已提交
703
		var renderer = bufferRenderer;
704

705
		if ( index !== null ) {
706

M
Mr.doob 已提交
707
			attribute = attributes.get( index );
708

709
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
710
			renderer.setIndex( attribute );
711

712
		}
M
Mr.doob 已提交
713

714
		if ( updateBuffers ) {
M
Mr.doob 已提交
715

716
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
717

718
			if ( index !== null ) {
719

M
Mr.doob 已提交
720
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
721 722 723

			}

724
		}
725

726 727
		//

728
		var dataCount = 0;
729

M
Mr.doob 已提交
730
		if ( index !== null ) {
731

M
Mr.doob 已提交
732
			dataCount = index.count;
733

M
Mr.doob 已提交
734
		} else if ( position !== undefined ) {
735

M
Mr.doob 已提交
736
			dataCount = position.count;
737

M
Mr.doob 已提交
738
		}
739

M
Mr.doob 已提交
740 741
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
742

M
Mr.doob 已提交
743 744
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
745

M
Mr.doob 已提交
746 747
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
748 749 750

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

751 752
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
753
		//
754

755
		if ( object.isMesh ) {
756

757
			if ( material.wireframe === true ) {
758

759
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
760
				renderer.setMode( _gl.LINES );
761

762
			} else {
M
Mr.doob 已提交
763 764

				switch ( object.drawMode ) {
765

R
Rich Harris 已提交
766
					case TrianglesDrawMode:
B
Ben Adams 已提交
767 768 769
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
770
					case TriangleStripDrawMode:
B
Ben Adams 已提交
771 772 773
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
774
					case TriangleFanDrawMode:
B
Ben Adams 已提交
775 776 777 778
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
779

780
			}
781

782

783
		} else if ( object.isLine ) {
784

785
			var lineWidth = material.linewidth;
786

787
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
788

789
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
790

791
			if ( object.isLineSegments ) {
792

793
				renderer.setMode( _gl.LINES );
794

795 796 797 798
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

799
			} else {
800

801
				renderer.setMode( _gl.LINE_STRIP );
802 803

			}
M
Mr.doob 已提交
804

805
		} else if ( object.isPoints ) {
806 807

			renderer.setMode( _gl.POINTS );
808 809

		}
810

T
Takahiro 已提交
811
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
812 813 814

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
815
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
816

J
jfranc 已提交
817
			}
818 819 820

		} else {

M
Mr.doob 已提交
821
			renderer.render( drawStart, drawCount );
822

M
Mr.doob 已提交
823 824 825 826
		}

	};

827
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
828

T
Takahiro 已提交
829
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
830

831
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
832

833
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
834
				return;
B
Ben Adams 已提交
835

M
Mr.doob 已提交
836 837 838
			}

		}
B
Ben Adams 已提交
839

840 841
		if ( startIndex === undefined ) startIndex = 0;

842 843
		state.initAttributes();

844
		var geometryAttributes = geometry.attributes;
845

846
		var programAttributes = program.getAttributes();
847

848
		var materialDefaultAttributeValues = material.defaultAttributeValues;
849

850
		for ( var name in programAttributes ) {
851

852
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
853

M
Mr.doob 已提交
854
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
855

856
				var geometryAttribute = geometryAttributes[ name ];
857

M
Mr.doob 已提交
858
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
859

860
					var normalized = geometryAttribute.normalized;
861
					var size = geometryAttribute.itemSize;
862

M
Mr.doob 已提交
863
					var attribute = attributes.get( geometryAttribute );
864

865 866 867 868
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
869 870 871
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
872

A
aardgoose 已提交
873
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
874

M
Mr.doob 已提交
875 876 877 878
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
879
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
880

881
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
882

M
Mr.doob 已提交
883
							if ( geometry.maxInstancedCount === undefined ) {
884

D
dubejf 已提交
885
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
886

M
Mr.doob 已提交
887
							}
B
Ben Adams 已提交
888

M
Mr.doob 已提交
889
						} else {
B
Ben Adams 已提交
890

M
Mr.doob 已提交
891
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
892

M
Mr.doob 已提交
893
						}
B
Ben Adams 已提交
894

M
Mr.doob 已提交
895
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
896
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
897

M
Mr.doob 已提交
898
					} else {
B
Ben Adams 已提交
899

A
aardgoose 已提交
900
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
901

902
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
903

M
Mr.doob 已提交
904
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
905

D
dubejf 已提交
906
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
907

M
Mr.doob 已提交
908
							}
B
Ben Adams 已提交
909

M
Mr.doob 已提交
910 911 912 913
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
914
						}
B
Ben Adams 已提交
915

M
Mr.doob 已提交
916
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
917
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
918

B
Ben Adams 已提交
919
					}
M
Mr.doob 已提交
920

921 922
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
923
					var value = materialDefaultAttributeValues[ name ];
924

925
					if ( value !== undefined ) {
M
Mr.doob 已提交
926

927
						switch ( value.length ) {
M
Mr.doob 已提交
928

929 930 931
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
932

933 934 935
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
936

937 938 939
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
940

941 942
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
943 944

						}
M
Mr.doob 已提交
945 946 947 948 949 950 951 952

					}

				}

			}

		}
953

954
		state.disableUnusedAttributes();
955

M
Mr.doob 已提交
956 957
	}

M
Mr.doob 已提交
958
	// Compile
M
Mr.doob 已提交
959

M
Mr.doob 已提交
960
	this.compile = function ( scene, camera ) {
961

962 963
		lightsArray.length = 0;
		shadowsArray.length = 0;
964

M
Mr.doob 已提交
965
		scene.traverse( function ( object ) {
G
gero3 已提交
966 967

			if ( object.isLight ) {
M
Mr.doob 已提交
968

969 970 971 972 973 974 975
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
976

G
gero3 已提交
977
			}
M
Mr.doob 已提交
978 979 980

		} );

981
		lights.setup( lightsArray, shadowsArray, camera );
M
Mr.doob 已提交
982 983 984 985 986

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
987
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
988

G
gero3 已提交
989
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
990 991 992

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

G
gero3 已提交
993
					}
M
Mr.doob 已提交
994

G
gero3 已提交
995
				} else {
M
Mr.doob 已提交
996 997 998

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

G
gero3 已提交
999
				}
M
Mr.doob 已提交
1000

G
gero3 已提交
1001
			}
M
Mr.doob 已提交
1002 1003

		} );
G
gero3 已提交
1004 1005

	};
1006

1007
	// Animation Loop
M
Mr.doob 已提交
1008

1009 1010 1011 1012
	var isAnimating = false;
	var onAnimationFrame = null;

	function start() {
1013

1014 1015
		if ( isAnimating ) return;
		( vr.getDevice() || window ).requestAnimationFrame( loop );
1016

1017
	}
1018

1019
	function loop( time ) {
1020

1021 1022
		if ( onAnimationFrame !== null ) onAnimationFrame( time );
		( vr.getDevice() || window ).requestAnimationFrame( loop );
1023

1024 1025 1026 1027 1028 1029
	}

	this.animate = function ( callback ) {

		onAnimationFrame = callback;
		start();
1030 1031 1032

	};

1033 1034
	// Rendering

M
Mr.doob 已提交
1035
	this.render = function ( scene, camera, renderTarget, forceClear ) {
1036

0
06wj 已提交
1037
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1038

1039
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1040 1041 1042 1043
			return;

		}

1044 1045
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1046 1047
		// reset caching for this frame

1048
		_currentGeometryProgram = '';
1049
		_currentMaterialId = - 1;
1050
		_currentCamera = null;
M
Mr.doob 已提交
1051 1052 1053

		// update scene graph

1054
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1055 1056 1057

		// update camera matrices and frustum

1058
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1059

1060 1061 1062 1063 1064 1065
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1066 1067 1068
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

1069 1070 1071
		lightsArray.length = 0;
		shadowsArray.length = 0;

1072 1073
		spritesArray.length = 0;
		flaresArray.length = 0;
M
Mr.doob 已提交
1074

T
tschw 已提交
1075
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1076
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1077

1078 1079 1080
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1081
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1082

M
Mr.doob 已提交
1083
		if ( _this.sortObjects === true ) {
1084

1085
			currentRenderList.sort();
M
Mr.doob 已提交
1086

1087 1088
		}

M
Mr.doob 已提交
1089
		//
M
Mr.doob 已提交
1090

T
tschw 已提交
1091
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1092

1093
		shadowMap.render( shadowsArray, scene, camera );
M
Mr.doob 已提交
1094

1095
		lights.setup( lightsArray, shadowsArray, camera );
1096

T
tschw 已提交
1097
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1098

M
Mr.doob 已提交
1099 1100
		//

M
Mr.doob 已提交
1101
		_infoRender.frame ++;
1102 1103 1104 1105
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1106

1107 1108 1109 1110 1111 1112
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1113 1114
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1115 1116
		//

1117
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1118

1119
		// render scene
M
Mr.doob 已提交
1120

1121 1122
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
M
Mr.doob 已提交
1123

1124
		if ( scene.overrideMaterial ) {
M
Mr.doob 已提交
1125

1126
			var overrideMaterial = scene.overrideMaterial;
1127

1128 1129
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
Mr.doob 已提交
1130

1131
		} else {
M
Mr.doob 已提交
1132

1133
			// opaque pass (front-to-back order)
M
Mr.doob 已提交
1134

1135
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1136

1137
			// transparent pass (back-to-front order)
1138

1139
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1140 1141 1142

		}

1143
		// custom renderers
M
Mr.doob 已提交
1144

1145 1146
		spriteRenderer.render( spritesArray, scene, camera );
		flareRenderer.render( flaresArray, scene, camera, _currentViewport );
M
Mr.doob 已提交
1147 1148 1149

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

M
Mr.doob 已提交
1150 1151
		if ( renderTarget ) {

1152
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1153 1154 1155

		}

1156
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1157

1158 1159 1160
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1161

1162 1163
		state.setPolygonOffset( false );

M
Mr.doob 已提交
1164 1165 1166 1167 1168
		if ( vr.enabled ) {

			vr.submitFrame();

		}
M
Mr.doob 已提交
1169

M
Mr.doob 已提交
1170 1171 1172
		// _gl.finish();

	};
M
Mr.doob 已提交
1173

1174
	/*
M
Mr.doob 已提交
1175 1176
	// TODO Duplicated code (Frustum)

1177 1178
	var _sphere = new Sphere();

T
tschw 已提交
1179 1180 1181 1182 1183 1184 1185
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1186
		_sphere.copy( geometry.boundingSphere ).
1187
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1204 1205

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1206 1207 1208 1209

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1222
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1223 1224 1225 1226

		return true;

	}
1227
	*/
T
tschw 已提交
1228

M
Mr.doob 已提交
1229
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1230

M
Mr.doob 已提交
1231
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1232

1233
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1234

1235
		if ( visible ) {
1236

1237
			if ( object.isLight ) {
M
Mr.doob 已提交
1238

1239 1240 1241 1242 1243 1244 1245
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
1246

1247
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1248

1249
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1250

1251
					spritesArray.push( object );
M
Mr.doob 已提交
1252

1253
				}
M
Mr.doob 已提交
1254

1255
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1256

1257
				flaresArray.push( object );
M
Mr.doob 已提交
1258

1259
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1260

1261
				if ( sortObjects ) {
M
Mr.doob 已提交
1262

1263 1264
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1265

1266
				}
M
Mr.doob 已提交
1267

1268
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1269

1270
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1271

1272
				if ( object.isSkinnedMesh ) {
1273

1274
					object.skeleton.update();
1275

1276
				}
1277

1278
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1279

1280 1281 1282 1283 1284 1285
					if ( sortObjects ) {

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

					}
1286

1287 1288
					var geometry = objects.update( object );
					var material = object.material;
1289

1290
					if ( Array.isArray( material ) ) {
1291

1292
						var groups = geometry.groups;
1293

1294
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1295

1296 1297
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1298

1299
							if ( groupMaterial && groupMaterial.visible ) {
1300

1301 1302 1303
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1304

M
Mr.doob 已提交
1305
						}
M
Mr.doob 已提交
1306

1307
					} else if ( material.visible ) {
1308

1309
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1310

1311
					}
M
Mr.doob 已提交
1312

1313
				}
M
Mr.doob 已提交
1314

1315
			}
M
Mr.doob 已提交
1316

M
Mr.doob 已提交
1317
		}
M
Mr.doob 已提交
1318

M
Mr.doob 已提交
1319
		var children = object.children;
M
Mr.doob 已提交
1320

M
Mr.doob 已提交
1321 1322
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1323
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1324

1325
		}
1326

1327
	}
M
Mr.doob 已提交
1328

1329
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1330

1331
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1332

1333
			var renderItem = renderList[ i ];
1334

1335 1336 1337 1338
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1339

1340
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1341

1342 1343
				_currentArrayCamera = camera;

1344
				var cameras = camera.cameras;
1345

1346
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1347

1348
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1349

1350
					if ( object.layers.test( camera2.layers ) ) {
1351

1352
						var bounds = camera2.bounds;
M
Mr.doob 已提交
1353

1354 1355 1356 1357 1358
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;

1359
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1360 1361 1362 1363

						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1364

1365
				}
1366

1367
			} else {
M
Mr.doob 已提交
1368

1369 1370
				_currentArrayCamera = null;

1371
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1372

1373
			}
M
Mr.doob 已提交
1374

1375
		}
M
Mr.doob 已提交
1376

1377
	}
G
gero3 已提交
1378

M
Mr.doob 已提交
1379 1380
	function renderObject( object, scene, camera, geometry, material, group ) {

1381 1382
		object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

M
Mr.doob 已提交
1402 1403
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1404 1405
	}

1406
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1407

1408
		var materialProperties = properties.get( material );
G
gero3 已提交
1409

T
tschw 已提交
1410
		var parameters = programCache.getParameters(
1411
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1412

G
gero3 已提交
1413
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1414

1415
		var program = materialProperties.program;
T
tschw 已提交
1416
		var programChange = true;
1417

1418
		if ( program === undefined ) {
B
Ben Adams 已提交
1419

M
Mr.doob 已提交
1420 1421
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1422

1423
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1424

M
Mr.doob 已提交
1425
			// changed glsl or parameters
1426
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1427

G
gero3 已提交
1428
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1429

T
tschw 已提交
1430
			// same glsl and uniform list
T
tschw 已提交
1431 1432
			return;

T
tschw 已提交
1433
		} else {
B
Ben Adams 已提交
1434

T
tschw 已提交
1435 1436
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1437 1438 1439

		}

1440
		if ( programChange ) {
B
Ben Adams 已提交
1441

1442
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1443

R
Rich Harris 已提交
1444
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1445

1446
				materialProperties.shader = {
1447
					name: material.type,
1448
					uniforms: UniformsUtils.clone( shader.uniforms ),
1449 1450 1451
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1452

1453
			} else {
B
Ben Adams 已提交
1454

1455
				materialProperties.shader = {
1456 1457 1458 1459 1460
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1461

1462
			}
G
gero3 已提交
1463

1464
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1465

1466
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1467

1468 1469
			materialProperties.program = program;
			material.program = program;
1470 1471 1472

		}

1473
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1474 1475 1476 1477 1478

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1479
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1480

1481
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1495
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1496

1497
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1498 1499 1500 1501 1502 1503 1504 1505 1506

					material.numSupportedMorphNormals ++;

				}

			}

		}

1507
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1508

1509
		if ( ! material.isShaderMaterial &&
1510 1511
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1512

T
tschw 已提交
1513
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1514
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1515
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1516 1517 1518

		}

1519
		materialProperties.fog = fog;
1520

1521
		// store the light setup it was created for
1522

1523
		materialProperties.lightsHash = lights.state.hash;
1524

M
Mr.doob 已提交
1525
		if ( material.lights ) {
1526 1527 1528

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

1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1542
			// TODO (abelnation): add area lights shadow info to uniforms
1543

1544 1545
		}

T
tschw 已提交
1546 1547
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1548
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1549

T
tschw 已提交
1550
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1551

M
Mr.doob 已提交
1552
	}
M
Mr.doob 已提交
1553

1554
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1555 1556 1557

		_usedTextureUnits = 0;

1558
		var materialProperties = properties.get( material );
1559

T
tschw 已提交
1560 1561 1562 1563 1564
		if ( _clippingEnabled ) {

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

				var useCache =
1565 1566
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1567 1568 1569 1570

				// 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
1571
				_clipping.setState(
1572 1573
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1574 1575 1576 1577 1578

			}

		}

1579
		if ( material.needsUpdate === false ) {
1580

1581
			if ( materialProperties.program === undefined ) {
1582

1583
				material.needsUpdate = true;
1584

1585
			} else if ( material.fog && materialProperties.fog !== fog ) {
1586

M
Mr.doob 已提交
1587
				material.needsUpdate = true;
1588

1589
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1590

1591
				material.needsUpdate = true;
1592

1593
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1594
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1595
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1596 1597 1598

				material.needsUpdate = true;

1599
			}
1600 1601 1602 1603

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1604

1605
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1606 1607 1608 1609
			material.needsUpdate = false;

		}

1610
		var refreshProgram = false;
M
Mr.doob 已提交
1611
		var refreshMaterial = false;
1612
		var refreshLights = false;
M
Mr.doob 已提交
1613

1614
		var program = materialProperties.program,
1615
			p_uniforms = program.getUniforms(),
1616
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1617

1618
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1619

1620
			refreshProgram = true;
M
Mr.doob 已提交
1621
			refreshMaterial = true;
1622
			refreshLights = true;
M
Mr.doob 已提交
1623 1624 1625 1626 1627 1628

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1629

M
Mr.doob 已提交
1630 1631 1632 1633
			refreshMaterial = true;

		}

1634
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1635

M
Mr.doob 已提交
1636
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1637

G
gero3 已提交
1638
			if ( capabilities.logarithmicDepthBuffer ) {
1639

T
tschw 已提交
1640
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1641
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1642 1643 1644

			}

1645
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1646

1647
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1648

1649
				_currentCamera = ( _currentArrayCamera || camera );
1650 1651 1652 1653 1654 1655

				// lighting uniforms depend on the camera so enforce an update
				// now, in case this material supports lights - or later, when
				// the next material that does gets activated:

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1656
				refreshLights = true;		// remains set until update done
1657 1658

			}
M
Mr.doob 已提交
1659

1660 1661 1662
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1663
			if ( material.isShaderMaterial ||
1664 1665 1666
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1667

T
tschw 已提交
1668 1669 1670
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1671

T
tschw 已提交
1672
					uCamPos.setValue( _gl,
1673
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1674 1675 1676 1677 1678

				}

			}

1679
			if ( material.isMeshPhongMaterial ||
1680 1681 1682 1683
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1684
				material.skinning ) {
1685

T
tschw 已提交
1686
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1687 1688 1689

			}

M
Mr.doob 已提交
1690 1691 1692 1693 1694 1695
		}

		// 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

1696
		if ( material.skinning ) {
M
Mr.doob 已提交
1697

T
tschw 已提交
1698 1699
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1700

T
tschw 已提交
1701
			var skeleton = object.skeleton;
1702

T
tschw 已提交
1703
			if ( skeleton ) {
1704

1705 1706
				var bones = skeleton.bones;

1707
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1708

1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

M
Mr.doob 已提交
1734 1735
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1736

T
tschw 已提交
1737
				} else {
M
Mr.doob 已提交
1738

T
tschw 已提交
1739
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1740 1741 1742 1743 1744 1745 1746 1747 1748

				}

			}

		}

		if ( refreshMaterial ) {

1749 1750 1751
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1752
			if ( material.lights ) {
M
Mr.doob 已提交
1753

1754
				// the current material requires lighting info
M
Mr.doob 已提交
1755

T
tschw 已提交
1756 1757 1758 1759 1760 1761
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
M
Mr.doob 已提交
1762

T
tschw 已提交
1763
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1764

T
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1765
			}
G
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1766

T
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1767
			// refresh uniforms common to several materials
G
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1768

T
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1769
			if ( fog && material.fog ) {
G
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1770

T
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1771
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1772 1773 1774

			}

1775
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1776 1777 1778

				refreshUniformsCommon( m_uniforms, material );

1779
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1780

1781 1782
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1783

1784
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1785

1786
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1787

1788
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1789

1790
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1791

1792
				} else {
M
Mr.doob 已提交
1793

1794
					refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
1795

1796
				}
1797

1798
			} else if ( material.isMeshStandardMaterial ) {
1799

1800
				refreshUniformsCommon( m_uniforms, material );
T
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1801

1802
				if ( material.isMeshPhysicalMaterial ) {
T
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1803

1804
					refreshUniformsPhysical( m_uniforms, material );
1805

1806
				} else {
1807

1808
					refreshUniformsStandard( m_uniforms, material );
W
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1809

1810
				}
W
WestLangley 已提交
1811

1812
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1813

1814
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1815
				refreshUniformsDepth( m_uniforms, material );
1816

W
WestLangley 已提交
1817
			} else if ( material.isMeshDistanceMaterial ) {
1818

1819
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1820
				refreshUniformsDistance( m_uniforms, material );
1821

1822
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1823

1824
				refreshUniformsCommon( m_uniforms, material );
1825
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1826

1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1841 1842 1843 1844 1845
			} else if ( material.isShadowMaterial ) {

				m_uniforms.color.value = material.color;
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1846 1847
			}

M
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1848 1849 1850 1851 1852 1853
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
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1854
			WebGLUniforms.upload(
1855
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1856 1857 1858

		}

M
Mr.doob 已提交
1859

T
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1860
		// common matrices
M
Mr.doob 已提交
1861

M
Mr.doob 已提交
1862 1863
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1864
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1865

T
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1866
		return program;
A
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1867 1868 1869

	}

M
Mr.doob 已提交
1870 1871
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1872
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1873 1874 1875

		uniforms.opacity.value = material.opacity;

1876 1877 1878 1879 1880
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1881

1882
		if ( material.emissive ) {
M
Mr.doob 已提交
1883

1884
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1885 1886 1887

		}

1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// 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
			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

			uniforms.reflectivity.value = material.reflectivity;
			uniforms.refractionRatio.value = material.refractionRatio;

		}
M
Mr.doob 已提交
1920

1921 1922 1923 1924 1925 1926 1927
		if ( material.lightMap ) {

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

		}

1928
		if ( material.aoMap ) {
1929

1930 1931
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1932 1933 1934

		}

M
Mr.doob 已提交
1935
		// uv repeat and offset setting priorities
M
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1936 1937 1938 1939 1940
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1941
		// 6. emissive map
M
Mr.doob 已提交
1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1953 1954 1955 1956
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1957 1958 1959 1960 1961 1962 1963 1964
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1965 1966 1967 1968 1969 1970 1971 1972
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1973 1974 1975 1976
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1977 1978 1979 1980
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
1981 1982 1983 1984
		}

		if ( uvScaleMap !== undefined ) {

1985
			// backwards compatibility
1986
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
1987 1988 1989 1990 1991

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
1992 1993 1994 1995 1996 1997 1998
			var offset = uvScaleMap.offset;
			var repeat = uvScaleMap.repeat;

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

		}

M
Mr.doob 已提交
1999
	}
M
Mr.doob 已提交
2000

M
Mr.doob 已提交
2001
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2002 2003 2004 2005

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

M
Mr.doob 已提交
2006
	}
M
Mr.doob 已提交
2007

M
Mr.doob 已提交
2008
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2009 2010 2011 2012 2013

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

M
Mr.doob 已提交
2014
	}
M
Mr.doob 已提交
2015

M
Mr.doob 已提交
2016
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2017

2018
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2019
		uniforms.opacity.value = material.opacity;
2020
		uniforms.size.value = material.size * _pixelRatio;
2021
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2022 2023 2024

		uniforms.map.value = material.map;

2025 2026 2027 2028 2029 2030 2031 2032 2033
		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
2034
	}
M
Mr.doob 已提交
2035

M
Mr.doob 已提交
2036
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2037 2038 2039

		uniforms.fogColor.value = fog.color;

2040
		if ( fog.isFog ) {
M
Mr.doob 已提交
2041 2042 2043 2044

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

2045
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2046 2047 2048 2049 2050

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2051
	}
M
Mr.doob 已提交
2052

M
Mr.doob 已提交
2053
	function refreshUniformsLambert( uniforms, material ) {
2054 2055 2056 2057 2058 2059 2060 2061 2062

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2063
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2064

2065
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2066
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2067

2068
		if ( material.emissiveMap ) {
2069

2070
			uniforms.emissiveMap.value = material.emissiveMap;
2071

2072
		}
M
Mr.doob 已提交
2073

2074 2075 2076 2077
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2078

2079
		}
M
Mr.doob 已提交
2080

2081 2082 2083 2084 2085 2086
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2087

2088 2089 2090 2091 2092
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2093

2094
		}
2095

T
Takahiro 已提交
2096 2097 2098 2099 2100 2101
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2102
		if ( material.gradientMap ) {
T
Takahiro 已提交
2103

T
Takahiro 已提交
2104
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2105 2106 2107

		}

2108 2109
	}

M
Mr.doob 已提交
2110
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163

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

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2164
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2165

2166 2167 2168
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2169 2170 2171 2172
		refreshUniformsStandard( uniforms, material );

	}

W
WestLangley 已提交
2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200
	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

		uniforms.referencePosition.value.copy( material.referencePosition );
		uniforms.nearDistance.value = material.nearDistance;
		uniforms.farDistance.value = material.farDistance;

	}

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
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

2227 2228
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2229
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2230

M
Mr.doob 已提交
2231
		uniforms.ambientLightColor.needsUpdate = value;
2232

B
Ben Houston 已提交
2233 2234 2235
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2236
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2237
		uniforms.hemisphereLights.needsUpdate = value;
2238

M
Mr.doob 已提交
2239
	}
2240

M
Mr.doob 已提交
2241 2242 2243 2244
	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2245
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2246
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2247 2248 2249 2250 2251

	};

	// Textures

T
tschw 已提交
2252 2253 2254 2255 2256 2257
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2258
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2259 2260 2261 2262 2263 2264 2265 2266 2267

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2268
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2269

2270
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2271
	this.setTexture2D = ( function () {
T
tschw 已提交
2272

2273
		var warned = false;
T
tschw 已提交
2274

2275
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2276
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2277

T
Takahiro 已提交
2278
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2279

2280
				if ( ! warned ) {
T
tschw 已提交
2281

2282 2283
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2284

2285
				}
T
tschw 已提交
2286

2287
				texture = texture.texture;
T
tschw 已提交
2288

2289
			}
T
tschw 已提交
2290

2291
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2292

2293
		};
T
tschw 已提交
2294

2295
	}() );
T
tschw 已提交
2296

M
Mr.doob 已提交
2297
	this.setTexture = ( function () {
2298 2299 2300

		var warned = false;

W
WestLangley 已提交
2301
		return function setTexture( texture, slot ) {
2302 2303 2304 2305 2306 2307 2308 2309

			if ( ! warned ) {

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

			}

2310
			textures.setTexture2D( texture, slot );
2311 2312 2313 2314 2315

		};

	}() );

M
Mr.doob 已提交
2316
	this.setTextureCube = ( function () {
2317 2318 2319

		var warned = false;

W
WestLangley 已提交
2320
		return function setTextureCube( texture, slot ) {
2321 2322

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2323
			if ( texture && texture.isWebGLRenderTargetCube ) {
2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337

				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
2338
			if ( ( texture && texture.isCubeTexture ) ||
2339
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2340 2341 2342 2343

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2344
				textures.setTextureCube( texture, slot );
2345 2346 2347 2348 2349

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2350
				textures.setTextureCubeDynamic( texture, slot );
2351 2352 2353 2354 2355 2356

			}

		};

	}() );
T
tschw 已提交
2357

2358
	this.getRenderTarget = function () {
2359 2360 2361

		return _currentRenderTarget;

M
Michael Herzog 已提交
2362
	};
2363

2364
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2365

2366 2367
		_currentRenderTarget = renderTarget;

2368
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2369

2370
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2371 2372 2373

		}

M
Mr.doob 已提交
2374
		var framebuffer = null;
M
Mr.doob 已提交
2375
		var isCube = false;
M
Mr.doob 已提交
2376 2377 2378

		if ( renderTarget ) {

M
Mr.doob 已提交
2379
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2380

M
Mr.doob 已提交
2381
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2382

M
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2383
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
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Mr.doob 已提交
2384
				isCube = true;
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Mr.doob 已提交
2385 2386 2387

			} else {

M
Mr.doob 已提交
2388
				framebuffer = __webglFramebuffer;
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Mr.doob 已提交
2389 2390 2391

			}

M
Mr.doob 已提交
2392
			_currentViewport.copy( renderTarget.viewport );
2393 2394
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2395

M
Mr.doob 已提交
2396 2397
		} else {

M
Mr.doob 已提交
2398
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2399
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2400
			_currentScissorTest = _scissorTest;
2401

M
Mr.doob 已提交
2402 2403
		}

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Mr.doob 已提交
2404
		if ( _currentFramebuffer !== framebuffer ) {
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2405 2406 2407 2408 2409 2410

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

		}

M
Mr.doob 已提交
2411
		state.viewport( _currentViewport );
2412 2413
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2414

M
Mr.doob 已提交
2415 2416 2417
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2418
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
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2419 2420 2421

		}

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2422 2423
	};

M
Mr.doob 已提交
2424
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2425

0
06wj 已提交
2426
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2427

2428
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2429
			return;
2430

G
gero3 已提交
2431
		}
2432

M
Mr.doob 已提交
2433
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2434

M
Mr.doob 已提交
2435
		if ( framebuffer ) {
2436

G
gero3 已提交
2437
			var restore = false;
2438

M
Mr.doob 已提交
2439
			if ( framebuffer !== _currentFramebuffer ) {
2440

M
Mr.doob 已提交
2441
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2442

G
gero3 已提交
2443
				restore = true;
2444

G
gero3 已提交
2445
			}
2446

M
Mr.doob 已提交
2447
			try {
2448

M
Mr.doob 已提交
2449
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2450 2451
				var textureFormat = texture.format;
				var textureType = texture.type;
2452

2453
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2454

M
Mr.doob 已提交
2455 2456
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2457

M
Mr.doob 已提交
2458
				}
2459

2460
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2461 2462
					! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2463

M
Mr.doob 已提交
2464 2465
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2466

M
Mr.doob 已提交
2467
				}
2468

M
Mr.doob 已提交
2469
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2470

2471 2472
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2473
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2474

2475
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2476 2477

					}
2478

M
Mr.doob 已提交
2479
				} else {
M
Mr.doob 已提交
2480

M
Mr.doob 已提交
2481 2482 2483
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
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2484

M
Mr.doob 已提交
2485
			} finally {
M
Mr.doob 已提交
2486

M
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2487 2488 2489
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
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Mr.doob 已提交
2490

M
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2491 2492 2493
				}

			}
M
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2494 2495 2496

		}

M
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2497 2498
	};

M
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2499
}
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2500

T
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2501

2502
export { WebGLRenderer };