WebGLRenderer.js 68.9 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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

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

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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		this.setSize( _width, _height, false );
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	};

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	this.getRenderLists = function () {

		return renderLists;

	};

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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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		_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 = function () {
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		return _clearColor;
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	};

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function () {
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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );

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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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592 593 594

	// Buffer rendering

M
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595 596 597 598 599 600 601 602 603 604
	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

M
Mr.doob 已提交
605 606
	this.renderBufferImmediate = function ( object, program, material ) {

607
		state.initAttributes();
608

609
		var buffers = properties.get( object );
610

611 612 613 614
		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
615

616
		var programAttributes = program.getAttributes();
617

M
Mr.doob 已提交
618 619
		if ( object.hasPositions ) {

620
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
621
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
622

623 624
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
625 626 627 628 629

		}

		if ( object.hasNormals ) {

630
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
631

632
			if ( ! material.isMeshPhongMaterial &&
633
				! material.isMeshStandardMaterial &&
634
				! material.isMeshNormalMaterial &&
635
				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( programAttributes.normal );
664

665
			_gl.vertexAttribPointer( programAttributes.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( programAttributes.uv );
675

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

		}

R
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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( programAttributes.color );
686

687
			_gl.vertexAttribPointer( programAttributes.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;

	};

M
Mr.doob 已提交
699 700 701 702 703 704
	function absNumericalSort( a, b ) {

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

	}

705
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
706

707
		state.setMaterial( material );
M
Mr.doob 已提交
708

M
Mr.doob 已提交
709
		var program = setProgram( camera, fog, material, object );
M
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710
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
711

M
Mr.doob 已提交
712
		var updateBuffers = false;
M
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713 714 715 716 717 718 719 720 721 722 723 724 725 726

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
727 728
			// TODO Remove allocations

M
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729 730 731 732 733 734 735 736 737
			var activeInfluences = [];

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

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

			}

738
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
739 740 741 742 743 744 745

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

746 747
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
748 749 750 751 752 753 754
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

755
					var index = influence[ 1 ];
M
Mr.doob 已提交
756

757 758
					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
759 760 761

				} else {

762 763
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
764 765 766 767 768

				}

			}

769 770 771 772 773 774
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
775
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
776 777 778 779 780

			updateBuffers = true;

		}

781 782
		//

783
		var index = geometry.index;
784
		var position = geometry.attributes.position;
785
		var rangeFactor = 1;
786

787 788
		if ( material.wireframe === true ) {

789
			index = geometries.getWireframeAttribute( geometry );
790
			rangeFactor = 2;
791 792 793

		}

M
Mr.doob 已提交
794
		var attribute;
M
Mr.doob 已提交
795
		var renderer = bufferRenderer;
796

797
		if ( index !== null ) {
798

M
Mr.doob 已提交
799
			attribute = attributes.get( index );
800

801
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
802
			renderer.setIndex( attribute );
803

804
		}
M
Mr.doob 已提交
805

806
		if ( updateBuffers ) {
M
Mr.doob 已提交
807

808
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
809

810
			if ( index !== null ) {
811

M
Mr.doob 已提交
812
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
813 814 815

			}

816
		}
817

818 819
		//

820
		var dataCount = 0;
821

M
Mr.doob 已提交
822
		if ( index !== null ) {
823

M
Mr.doob 已提交
824
			dataCount = index.count;
825

M
Mr.doob 已提交
826
		} else if ( position !== undefined ) {
827

M
Mr.doob 已提交
828
			dataCount = position.count;
829

M
Mr.doob 已提交
830
		}
831

M
Mr.doob 已提交
832 833
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
834

M
Mr.doob 已提交
835 836
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
837

M
Mr.doob 已提交
838 839
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
840 841 842

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

843 844
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
845
		//
846

847
		if ( object.isMesh ) {
848

849
			if ( material.wireframe === true ) {
850

851
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
852
				renderer.setMode( _gl.LINES );
853

854
			} else {
M
Mr.doob 已提交
855 856

				switch ( object.drawMode ) {
857

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

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

R
Rich Harris 已提交
866
					case TriangleFanDrawMode:
B
Ben Adams 已提交
867 868 869 870
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
871

872
			}
873

874

875
		} else if ( object.isLine ) {
876

877
			var lineWidth = material.linewidth;
878

879
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
880

881
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
882

883
			if ( object.isLineSegments ) {
884

885
				renderer.setMode( _gl.LINES );
886

887 888 889 890
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

891
			} else {
892

893
				renderer.setMode( _gl.LINE_STRIP );
894 895

			}
M
Mr.doob 已提交
896

897
		} else if ( object.isPoints ) {
898 899

			renderer.setMode( _gl.POINTS );
900 901

		}
902

T
Takahiro 已提交
903
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
904 905 906

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
907
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
908

J
jfranc 已提交
909
			}
910 911 912

		} else {

M
Mr.doob 已提交
913
			renderer.render( drawStart, drawCount );
914

M
Mr.doob 已提交
915 916 917 918
		}

	};

919
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
920

T
Takahiro 已提交
921
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
922

923
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
924

925
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
926
				return;
B
Ben Adams 已提交
927

M
Mr.doob 已提交
928 929 930
			}

		}
B
Ben Adams 已提交
931

932 933
		if ( startIndex === undefined ) startIndex = 0;

934 935
		state.initAttributes();

936
		var geometryAttributes = geometry.attributes;
937

938
		var programAttributes = program.getAttributes();
939

940
		var materialDefaultAttributeValues = material.defaultAttributeValues;
941

942
		for ( var name in programAttributes ) {
943

944
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
945

M
Mr.doob 已提交
946
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
947

948
				var geometryAttribute = geometryAttributes[ name ];
949

M
Mr.doob 已提交
950
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
951

952
					var normalized = geometryAttribute.normalized;
953
					var size = geometryAttribute.itemSize;
954

M
Mr.doob 已提交
955
					var attribute = attributes.get( geometryAttribute );
956

M
Mr.doob 已提交
957 958 959
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
960

A
aardgoose 已提交
961
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
962

M
Mr.doob 已提交
963 964 965 966
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
967
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
968

969
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
970

M
Mr.doob 已提交
971
							if ( geometry.maxInstancedCount === undefined ) {
972

D
dubejf 已提交
973
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
974

M
Mr.doob 已提交
975
							}
B
Ben Adams 已提交
976

M
Mr.doob 已提交
977
						} else {
B
Ben Adams 已提交
978

M
Mr.doob 已提交
979
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
980

M
Mr.doob 已提交
981
						}
B
Ben Adams 已提交
982

M
Mr.doob 已提交
983
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
984
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
985

M
Mr.doob 已提交
986
					} else {
B
Ben Adams 已提交
987

A
aardgoose 已提交
988
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
989

990
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
991

M
Mr.doob 已提交
992
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
993

D
dubejf 已提交
994
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
995

M
Mr.doob 已提交
996
							}
B
Ben Adams 已提交
997

M
Mr.doob 已提交
998 999 1000 1001
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
1004
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1005
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
1006

B
Ben Adams 已提交
1007
					}
M
Mr.doob 已提交
1008

1009 1010
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1011
					var value = materialDefaultAttributeValues[ name ];
1012

1013
					if ( value !== undefined ) {
M
Mr.doob 已提交
1014

1015
						switch ( value.length ) {
M
Mr.doob 已提交
1016

1017 1018 1019
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1020

1021 1022 1023
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1024

1025 1026 1027
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1028

1029 1030
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1031 1032

						}
M
Mr.doob 已提交
1033 1034 1035 1036 1037 1038 1039 1040

					}

				}

			}

		}
1041

1042
		state.disableUnusedAttributes();
1043

M
Mr.doob 已提交
1044 1045
	}

M
Mr.doob 已提交
1046
	// Compile
M
Mr.doob 已提交
1047

M
Mr.doob 已提交
1048
	this.compile = function ( scene, camera ) {
1049

M
Mr.doob 已提交
1050
		lights = [];
1051

M
Mr.doob 已提交
1052
		scene.traverse( function ( object ) {
G
gero3 已提交
1053 1054

			if ( object.isLight ) {
M
Mr.doob 已提交
1055 1056 1057

				lights.push( object );

G
gero3 已提交
1058
			}
M
Mr.doob 已提交
1059 1060 1061 1062 1063 1064 1065 1066 1067

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1068
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1069

G
gero3 已提交
1070
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1071 1072 1073

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

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

G
gero3 已提交
1076
				} else {
M
Mr.doob 已提交
1077 1078 1079

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

G
gero3 已提交
1080
				}
M
Mr.doob 已提交
1081

G
gero3 已提交
1082
			}
M
Mr.doob 已提交
1083 1084

		} );
G
gero3 已提交
1085 1086

	};
1087

M
Mr.doob 已提交
1088 1089 1090
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1091

0
06wj 已提交
1092
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1093

1094
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1095 1096 1097 1098 1099 1100
			return;

		}

		// reset caching for this frame

1101
		_currentGeometryProgram = '';
1102
		_currentMaterialId = - 1;
1103
		_currentCamera = null;
M
Mr.doob 已提交
1104 1105 1106

		// update scene graph

1107
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1108 1109 1110

		// update camera matrices and frustum

M
Mr.doob 已提交
1111 1112
		camera.onBeforeRender( _this );

1113
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1114 1115 1116 1117

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

M
Mr.doob 已提交
1118
		lights.length = 0;
M
Mr.doob 已提交
1119 1120 1121
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1122
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1123
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1124

1125 1126 1127
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1128
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1129

1130
		currentRenderList.finish();
1131

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

1134
			currentRenderList.sort();
M
Mr.doob 已提交
1135

1136 1137
		}

M
Mr.doob 已提交
1138
		//
M
Mr.doob 已提交
1139

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

1142 1143
		setupShadows( lights );

M
Mr.doob 已提交
1144
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1145

1146 1147
		setupLights( lights, camera );

T
tschw 已提交
1148
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1149

M
Mr.doob 已提交
1150 1151
		//

M
Mr.doob 已提交
1152
		_infoRender.frame ++;
1153 1154 1155 1156
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
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1157

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

			renderTarget = null;

		}

M
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1164 1165
		this.setRenderTarget( renderTarget );

M
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1166 1167 1168 1169 1170 1171
		//

		var background = scene.background;

		if ( background === null ) {

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

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

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

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1187
		if ( background && background.isCubeTexture ) {
M
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1188

M
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1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

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

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
M
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1212 1213 1214


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1215
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
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1216

1217 1218
			objects.update( backgroundBoxMesh );

M
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1219
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1220

T
Takahiro 已提交
1221
		} else if ( background && background.isTexture ) {
M
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1222

M
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1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233
			if ( backgroundPlaneCamera === undefined ) {

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

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

			}

M
Mr.doob 已提交
1234 1235
			backgroundPlaneMesh.material.map = background;

1236 1237
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1238
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1239

M
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1240 1241
		}

1242
		//
M
Mr.doob 已提交
1243

1244 1245 1246
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
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1247 1248
		if ( scene.overrideMaterial ) {

1249
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1250

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

M
Mr.doob 已提交
1254 1255 1256 1257
		} else {

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

M
Mr.doob 已提交
1258
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1259 1260 1261

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

M
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1262
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1263 1264 1265 1266 1267

		}

		// custom render plugins (post pass)

M
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1268
		spritePlugin.render( scene, camera );
1269
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1270 1271 1272

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

M
Mr.doob 已提交
1273 1274
		if ( renderTarget ) {

1275
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1276 1277 1278

		}

1279
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1280

1281 1282 1283
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1284

M
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1285
		if ( camera.isArrayCamera ) {
1286 1287 1288 1289 1290

			_this.setScissorTest( false );

		}

M
Mr.doob 已提交
1291 1292
		camera.onAfterRender( _this );

M
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1293 1294 1295
		// _gl.finish();

	};
M
Mr.doob 已提交
1296

1297
	/*
M
Mr.doob 已提交
1298 1299
	// TODO Duplicated code (Frustum)

1300 1301
	var _sphere = new Sphere();

T
tschw 已提交
1302 1303 1304 1305 1306 1307 1308
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1309
		_sphere.copy( geometry.boundingSphere ).
1310
		applyMatrix4( object.matrixWorld );
M
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1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326

		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
1327 1328

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1329 1330 1331 1332

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344

		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
1345
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1346 1347 1348 1349

		return true;

	}
1350
	*/
T
tschw 已提交
1351

M
Mr.doob 已提交
1352
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1353

M
Mr.doob 已提交
1354
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1355

1356
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1357

1358
		if ( visible ) {
1359

1360
			if ( object.isLight ) {
M
Mr.doob 已提交
1361

1362
				lights.push( object );
M
Mr.doob 已提交
1363

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

1366
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1367

1368
					sprites.push( object );
M
Mr.doob 已提交
1369

1370
				}
M
Mr.doob 已提交
1371

1372
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1373

1374
				lensFlares.push( object );
M
Mr.doob 已提交
1375

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

1378
				if ( sortObjects ) {
M
Mr.doob 已提交
1379

1380 1381
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1382

1383
				}
M
Mr.doob 已提交
1384

1385
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1386

1387
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1388

1389
				if ( object.isSkinnedMesh ) {
1390

1391
					object.skeleton.update();
1392

1393
				}
1394

1395
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1396

1397 1398 1399 1400 1401 1402
					if ( sortObjects ) {

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

					}
1403

1404 1405
					var geometry = objects.update( object );
					var material = object.material;
1406

1407
					if ( Array.isArray( material ) ) {
1408

1409
						var groups = geometry.groups;
1410

1411
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1412

1413 1414
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1415

1416
							if ( groupMaterial && groupMaterial.visible ) {
1417

1418 1419 1420
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1421

M
Mr.doob 已提交
1422
						}
M
Mr.doob 已提交
1423

1424
					} else if ( material.visible ) {
1425

1426
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1427

1428
					}
M
Mr.doob 已提交
1429

1430
				}
M
Mr.doob 已提交
1431

1432
			}
M
Mr.doob 已提交
1433

M
Mr.doob 已提交
1434
		}
M
Mr.doob 已提交
1435

M
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1436
		var children = object.children;
M
Mr.doob 已提交
1437

M
Mr.doob 已提交
1438 1439
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1440
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1441

1442
		}
1443

1444
	}
M
Mr.doob 已提交
1445

1446
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1447

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

1450
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1451

1452
			var object = renderItem.object;
M
Mr.doob 已提交
1453 1454 1455
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1456

1457 1458
			object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1459
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1460

M
Mr.doob 已提交
1461
				var cameras = camera.cameras;
M
Mr.doob 已提交
1462

M
Mr.doob 已提交
1463
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1464

M
Mr.doob 已提交
1465 1466
					var camera2 = cameras[ j ];
					var bounds = camera2.bounds;
M
Mr.doob 已提交
1467

1468 1469 1470 1471
					var x = bounds.x * _width;
					var y = bounds.y * _height;
					var width = bounds.z * _width;
					var height = bounds.w * _height;
1472 1473 1474

					_this.setViewport( x, y, width, height );
					_this.setScissor( x, y, width, height );
1475
					_this.setScissorTest( true );
M
Mr.doob 已提交
1476

M
Mr.doob 已提交
1477
					renderObject( object, scene, camera2, geometry, material, group );
M
Mr.doob 已提交
1478

M
Mr.doob 已提交
1479
				}
1480

M
Mr.doob 已提交
1481
			} else {
M
Mr.doob 已提交
1482

M
Mr.doob 已提交
1483
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1484

M
Mr.doob 已提交
1485
			}
M
Mr.doob 已提交
1486

1487
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1488

1489
		}
M
Mr.doob 已提交
1490

1491
	}
G
gero3 已提交
1492

M
Mr.doob 已提交
1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515
	function renderObject( object, scene, camera, geometry, material, group ) {

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

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

	}

1516
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1517

1518
		var materialProperties = properties.get( material );
G
gero3 已提交
1519

T
tschw 已提交
1520
		var parameters = programCache.getParameters(
1521
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1522

G
gero3 已提交
1523
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1524

1525
		var program = materialProperties.program;
T
tschw 已提交
1526
		var programChange = true;
1527

1528
		if ( program === undefined ) {
B
Ben Adams 已提交
1529

M
Mr.doob 已提交
1530 1531
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1532

1533
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1534

M
Mr.doob 已提交
1535
			// changed glsl or parameters
1536
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1537

G
gero3 已提交
1538
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1539

T
tschw 已提交
1540
			// same glsl and uniform list
T
tschw 已提交
1541 1542
			return;

T
tschw 已提交
1543
		} else {
B
Ben Adams 已提交
1544

T
tschw 已提交
1545 1546
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1547 1548 1549

		}

1550
		if ( programChange ) {
B
Ben Adams 已提交
1551

1552
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1553

R
Rich Harris 已提交
1554
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1555

1556
				materialProperties.shader = {
1557
					name: material.type,
1558
					uniforms: UniformsUtils.clone( shader.uniforms ),
1559 1560 1561
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1562

1563
			} else {
B
Ben Adams 已提交
1564

1565
				materialProperties.shader = {
1566 1567 1568 1569 1570
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1571

1572
			}
G
gero3 已提交
1573

1574
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1575

1576
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1577

1578 1579
			materialProperties.program = program;
			material.program = program;
1580 1581 1582

		}

1583
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1584 1585 1586 1587 1588

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1589
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1590

1591
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1605
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1606

1607
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1608 1609 1610 1611 1612 1613 1614 1615 1616

					material.numSupportedMorphNormals ++;

				}

			}

		}

1617
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1618

1619
		if ( ! material.isShaderMaterial &&
1620 1621
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1622

T
tschw 已提交
1623
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1624
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1625
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1626 1627 1628

		}

1629
		materialProperties.fog = fog;
1630

1631
		// store the light setup it was created for
1632

1633
		materialProperties.lightsHash = _lights.hash;
1634

M
Mr.doob 已提交
1635
		if ( material.lights ) {
1636 1637 1638 1639 1640 1641

			// 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;
1642
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1643
			uniforms.pointLights.value = _lights.point;
1644 1645
			uniforms.hemisphereLights.value = _lights.hemi;

1646 1647 1648 1649 1650 1651
			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;
1652
			// TODO (abelnation): add area lights shadow info to uniforms
1653

1654 1655
		}

T
tschw 已提交
1656 1657
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1658
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1659

T
tschw 已提交
1660
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1661

M
Mr.doob 已提交
1662
	}
M
Mr.doob 已提交
1663

1664
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1665 1666 1667

		_usedTextureUnits = 0;

1668
		var materialProperties = properties.get( material );
1669

T
tschw 已提交
1670 1671 1672 1673 1674
		if ( _clippingEnabled ) {

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

				var useCache =
1675 1676
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1677 1678 1679 1680

				// 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
1681
				_clipping.setState(
1682 1683
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1684 1685 1686 1687 1688

			}

		}

1689
		if ( material.needsUpdate === false ) {
1690

1691
			if ( materialProperties.program === undefined ) {
1692

1693
				material.needsUpdate = true;
1694

1695
			} else if ( material.fog && materialProperties.fog !== fog ) {
1696

M
Mr.doob 已提交
1697
				material.needsUpdate = true;
1698

1699
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1700

1701
				material.needsUpdate = true;
1702

1703
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1704
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1705
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1706 1707 1708

				material.needsUpdate = true;

1709
			}
1710 1711 1712 1713

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1714

1715
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1716 1717 1718 1719
			material.needsUpdate = false;

		}

1720
		var refreshProgram = false;
M
Mr.doob 已提交
1721
		var refreshMaterial = false;
1722
		var refreshLights = false;
M
Mr.doob 已提交
1723

1724
		var program = materialProperties.program,
1725
			p_uniforms = program.getUniforms(),
1726
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1727

1728
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1729

1730 1731
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1732

1733
			refreshProgram = true;
M
Mr.doob 已提交
1734
			refreshMaterial = true;
1735
			refreshLights = true;
M
Mr.doob 已提交
1736 1737 1738 1739 1740 1741

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1742

M
Mr.doob 已提交
1743 1744 1745 1746
			refreshMaterial = true;

		}

1747
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1748

M
Mr.doob 已提交
1749
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1750

G
gero3 已提交
1751
			if ( capabilities.logarithmicDepthBuffer ) {
1752

T
tschw 已提交
1753
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1754
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1755 1756 1757 1758

			}


1759 1760 1761 1762 1763 1764 1765 1766 1767
			if ( camera !== _currentCamera ) {

				_currentCamera = camera;

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

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1768
				refreshLights = true;		// remains set until update done
1769 1770

			}
M
Mr.doob 已提交
1771

1772 1773 1774
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1775
			if ( material.isShaderMaterial ||
1776 1777 1778
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1779

T
tschw 已提交
1780 1781 1782
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1783

T
tschw 已提交
1784
					uCamPos.setValue( _gl,
1785
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1786 1787 1788 1789 1790

				}

			}

1791
			if ( material.isMeshPhongMaterial ||
1792 1793 1794 1795
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1796
				material.skinning ) {
1797

T
tschw 已提交
1798
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1799 1800 1801

			}

M
Mr.doob 已提交
1802 1803
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1804

M
Mr.doob 已提交
1805 1806 1807 1808 1809 1810
		}

		// 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

1811
		if ( material.skinning ) {
M
Mr.doob 已提交
1812

T
tschw 已提交
1813 1814
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1815

T
tschw 已提交
1816
			var skeleton = object.skeleton;
1817

T
tschw 已提交
1818
			if ( skeleton ) {
1819

1820 1821
				var bones = skeleton.bones;

1822
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1823

1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848
					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
1849 1850
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1851

T
tschw 已提交
1852
				} else {
M
Mr.doob 已提交
1853

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

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1864
			if ( material.lights ) {
M
Mr.doob 已提交
1865

1866
				// the current material requires lighting info
M
Mr.doob 已提交
1867

T
tschw 已提交
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
M
Mr.doob 已提交
1874

T
tschw 已提交
1875
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1876

T
tschw 已提交
1877
			}
G
gero3 已提交
1878

T
tschw 已提交
1879
			// refresh uniforms common to several materials
G
gero3 已提交
1880

T
tschw 已提交
1881
			if ( fog && material.fog ) {
G
gero3 已提交
1882

T
tschw 已提交
1883
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1884 1885 1886

			}

1887
			if ( material.isMeshBasicMaterial ||
1888 1889 1890
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1891
				material.isMeshNormalMaterial ||
1892
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1893 1894 1895 1896 1897 1898 1899

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1900
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1901 1902 1903

				refreshUniformsLine( m_uniforms, material );

1904
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1905 1906 1907 1908

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

1909
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1910

M
Mr.doob 已提交
1911
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1912

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

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1917 1918 1919 1920
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1921 1922 1923 1924
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1925
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1926 1927 1928

				refreshUniformsPhysical( m_uniforms, material );

1929
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1930

1931
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1932

1933
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1934

1935 1936 1937 1938 1939 1940 1941 1942
				if ( material.displacementMap ) {

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

				}

1943
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1944

1945
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1946 1947 1948

			}

M
Mr.doob 已提交
1949 1950 1951 1952 1953 1954
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

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

		}

M
Mr.doob 已提交
1960

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

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

T
tschw 已提交
1967
		return program;
A
arose 已提交
1968 1969 1970

	}

M
Mr.doob 已提交
1971 1972
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1973
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1974 1975 1976

		uniforms.opacity.value = material.opacity;

1977
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1978

1979
		if ( material.emissive ) {
M
Mr.doob 已提交
1980

1981
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1982 1983 1984

		}

1985 1986 1987
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1988

1989 1990 1991 1992 1993 1994 1995
		if ( material.lightMap ) {

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

		}

1996
		if ( material.aoMap ) {
1997

1998 1999
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2000 2001 2002

		}

M
Mr.doob 已提交
2003
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2004 2005 2006 2007 2008
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2009
		// 6. emissive map
M
Mr.doob 已提交
2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2021 2022 2023 2024
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2025 2026 2027 2028 2029 2030 2031 2032
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2033 2034 2035 2036 2037 2038 2039 2040
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

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

			uvScaleMap = material.alphaMap;

2045 2046 2047 2048
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2049 2050 2051 2052
		}

		if ( uvScaleMap !== undefined ) {

2053
			// backwards compatibility
2054
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2055 2056 2057 2058 2059

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2060 2061 2062 2063 2064 2065 2066 2067
			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;
2068 2069 2070 2071 2072

		// 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
2073
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2074

2075
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2076 2077
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2078
	}
M
Mr.doob 已提交
2079

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

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

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

M
Mr.doob 已提交
2087
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2088 2089 2090 2091 2092

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

M
Mr.doob 已提交
2093
	}
M
Mr.doob 已提交
2094

M
Mr.doob 已提交
2095
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2096

2097
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2098
		uniforms.opacity.value = material.opacity;
2099
		uniforms.size.value = material.size * _pixelRatio;
2100
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2101 2102 2103

		uniforms.map.value = material.map;

2104 2105 2106 2107 2108 2109 2110 2111 2112
		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
2113
	}
M
Mr.doob 已提交
2114

M
Mr.doob 已提交
2115
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2116 2117 2118

		uniforms.fogColor.value = fog.color;

2119
		if ( fog.isFog ) {
M
Mr.doob 已提交
2120 2121 2122 2123

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

2124
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2125 2126 2127 2128 2129

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2130
	}
M
Mr.doob 已提交
2131

M
Mr.doob 已提交
2132
	function refreshUniformsLambert( uniforms, material ) {
2133 2134 2135 2136 2137 2138 2139 2140 2141

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2142
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2143

2144
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2145
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2146

2147
		if ( material.emissiveMap ) {
2148

2149
			uniforms.emissiveMap.value = material.emissiveMap;
2150

2151
		}
M
Mr.doob 已提交
2152

2153 2154 2155 2156
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2157

2158
		}
M
Mr.doob 已提交
2159

2160 2161 2162 2163 2164 2165
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2166

2167 2168 2169 2170 2171
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2172

2173
		}
2174

T
Takahiro 已提交
2175 2176 2177 2178 2179 2180
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2181
		if ( material.gradientMap ) {
T
Takahiro 已提交
2182

T
Takahiro 已提交
2183
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2184 2185 2186

		}

2187 2188
	}

M
Mr.doob 已提交
2189
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
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

		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
2243
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2244

2245 2246 2247
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2248 2249 2250 2251
		refreshUniformsStandard( uniforms, material );

	}

2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277
	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;

		}

	}

2278 2279
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2280
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2281

M
Mr.doob 已提交
2282
		uniforms.ambientLightColor.needsUpdate = value;
2283

B
Ben Houston 已提交
2284 2285 2286
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2287
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2288
		uniforms.hemisphereLights.needsUpdate = value;
2289

M
Mr.doob 已提交
2290
	}
2291

T
tschw 已提交
2292
	// Lighting
M
Mr.doob 已提交
2293

M
Mr.doob 已提交
2294
	function setupShadows( lights ) {
2295 2296 2297 2298 2299 2300 2301 2302 2303

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

M
Mr.doob 已提交
2304 2305
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2306 2307 2308 2309 2310 2311 2312 2313 2314

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2315
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2316

M
Mr.doob 已提交
2317
		var l, ll, light, shadow,
2318 2319 2320 2321 2322
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2323

2324
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2325

M
Mr.doob 已提交
2326 2327 2328 2329 2330
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2331 2332 2333 2334 2335 2336 2337 2338 2339

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

			light = lights[ l ];

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

2340
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2341

2342
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2343

2344 2345 2346
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2347

2348
			} else if ( light.isDirectionalLight ) {
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
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2353
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2354
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2355 2356 2357
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2358
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2359

2360
				if ( light.castShadow ) {
M
Mr.doob 已提交
2361

M
Mr.doob 已提交
2362 2363 2364 2365 2366
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2367

2368 2369
				}

2370
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2371
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2372 2373 2374
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2375

2376
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2377

M
Mr.doob 已提交
2378
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2379 2380 2381

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2382

M
Mr.doob 已提交
2383 2384 2385 2386 2387 2388 2389 2390
				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 );

2391 2392
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2393
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2394

2395
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2396

2397 2398
				if ( light.castShadow ) {

M
Mr.doob 已提交
2399 2400 2401 2402 2403
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2404

2405 2406
				}

2407
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2408
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2409 2410 2411
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2412

2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

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

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

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

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

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

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

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

M
Mr.doob 已提交
2443 2444 2445
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2446

2447
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2448

M
Mr.doob 已提交
2449
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2450

M
Mr.doob 已提交
2451 2452
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2453

M
Mr.doob 已提交
2454 2455
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2456 2457
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2458
				uniforms.shadow = light.castShadow;
2459

M
Mr.doob 已提交
2460
				if ( light.castShadow ) {
2461

M
Mr.doob 已提交
2462 2463 2464 2465 2466
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2467 2468

				}
2469

2470
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2471
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2472 2473 2474
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2475

2476
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2477

M
Mr.doob 已提交
2478
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2479 2480 2481 2482

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2483

M
Mr.doob 已提交
2484 2485
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2486

M
Mr.doob 已提交
2487 2488 2489
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2490 2491 2492 2493 2494

			}

		}

M
Mr.doob 已提交
2495 2496 2497
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2498

M
Mr.doob 已提交
2499 2500
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2501
		_lights.rectArea.length = rectAreaLength;
2502
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2503
		_lights.hemi.length = hemiLength;
2504

2505 2506
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2507

M
Mr.doob 已提交
2508
	}
M
Mr.doob 已提交
2509 2510 2511 2512 2513

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2514
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2515
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2516 2517 2518 2519 2520

	};

	// Textures

T
tschw 已提交
2521 2522 2523 2524 2525 2526
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2527
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2528 2529 2530 2531 2532 2533 2534 2535 2536

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2537
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2538

2539
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2540
	this.setTexture2D = ( function () {
T
tschw 已提交
2541

2542
		var warned = false;
T
tschw 已提交
2543

2544
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2545
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2546

T
Takahiro 已提交
2547
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2548

2549
				if ( ! warned ) {
T
tschw 已提交
2550

2551 2552
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2553

2554
				}
T
tschw 已提交
2555

2556
				texture = texture.texture;
T
tschw 已提交
2557

2558
			}
T
tschw 已提交
2559

2560
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2561

2562
		};
T
tschw 已提交
2563

2564
	}() );
T
tschw 已提交
2565

M
Mr.doob 已提交
2566
	this.setTexture = ( function () {
2567 2568 2569

		var warned = false;

W
WestLangley 已提交
2570
		return function setTexture( texture, slot ) {
2571 2572 2573 2574 2575 2576 2577 2578

			if ( ! warned ) {

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

			}

2579
			textures.setTexture2D( texture, slot );
2580 2581 2582 2583 2584

		};

	}() );

M
Mr.doob 已提交
2585
	this.setTextureCube = ( function () {
2586 2587 2588

		var warned = false;

W
WestLangley 已提交
2589
		return function setTextureCube( texture, slot ) {
2590 2591

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2592
			if ( texture && texture.isWebGLRenderTargetCube ) {
2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606

				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
2607
			if ( ( texture && texture.isCubeTexture ) ||
2608
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2609 2610 2611 2612

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2613
				textures.setTextureCube( texture, slot );
2614 2615 2616 2617 2618

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2619
				textures.setTextureCubeDynamic( texture, slot );
2620 2621 2622 2623 2624 2625

			}

		};

	}() );
T
tschw 已提交
2626

2627
	this.getRenderTarget = function () {
2628 2629 2630

		return _currentRenderTarget;

M
Michael Herzog 已提交
2631
	};
2632

2633
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2634

2635 2636
		_currentRenderTarget = renderTarget;

2637
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2638

2639
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2640 2641 2642

		}

T
Takahiro 已提交
2643
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2644
		var framebuffer;
M
Mr.doob 已提交
2645 2646 2647

		if ( renderTarget ) {

2648
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2649

M
Mr.doob 已提交
2650 2651
			if ( isCube ) {

2652
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2653 2654 2655

			} else {

2656
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2657 2658 2659

			}

2660 2661
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2662

2663
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2664 2665 2666 2667 2668

		} else {

			framebuffer = null;

2669
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2670
			_currentScissorTest = _scissorTest;
2671

2672
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2673 2674 2675

		}

M
Mr.doob 已提交
2676
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2677 2678 2679 2680 2681 2682

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

		}

2683 2684
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2685

0
06wj 已提交
2686
		state.viewport( _currentViewport );
2687

M
Mr.doob 已提交
2688 2689 2690
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2691
			_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
2692 2693 2694

		}

M
Mr.doob 已提交
2695 2696
	};

M
Mr.doob 已提交
2697
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2698

0
06wj 已提交
2699
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2700

2701
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2702
			return;
2703

G
gero3 已提交
2704
		}
2705

M
Mr.doob 已提交
2706
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2707

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

G
gero3 已提交
2710
			var restore = false;
2711

M
Mr.doob 已提交
2712
			if ( framebuffer !== _currentFramebuffer ) {
2713

M
Mr.doob 已提交
2714
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2715

G
gero3 已提交
2716
				restore = true;
2717

G
gero3 已提交
2718
			}
2719

M
Mr.doob 已提交
2720
			try {
2721

M
Mr.doob 已提交
2722
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2723 2724
				var textureFormat = texture.format;
				var textureType = texture.type;
2725

M
Mr.doob 已提交
2726
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2727

M
Mr.doob 已提交
2728 2729
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2730

M
Mr.doob 已提交
2731
				}
2732

M
Mr.doob 已提交
2733
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2734 2735
					! ( 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' ) ) ) {
2736

M
Mr.doob 已提交
2737 2738
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2739

M
Mr.doob 已提交
2740
				}
2741

M
Mr.doob 已提交
2742
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2743

2744 2745
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2746
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2747

M
Mr.doob 已提交
2748
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2749 2750

					}
2751

M
Mr.doob 已提交
2752
				} else {
M
Mr.doob 已提交
2753

M
Mr.doob 已提交
2754 2755 2756
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2757

M
Mr.doob 已提交
2758
			} finally {
M
Mr.doob 已提交
2759

M
Mr.doob 已提交
2760 2761 2762
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2763

M
Mr.doob 已提交
2764 2765 2766
				}

			}
M
Mr.doob 已提交
2767 2768 2769

		}

M
Mr.doob 已提交
2770 2771
	};

M
Mr.doob 已提交
2772 2773
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2774
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2775

2776 2777
		var extension;

R
Rich Harris 已提交
2778 2779 2780
		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
2781

R
Rich Harris 已提交
2782 2783 2784
		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
2785

R
Rich Harris 已提交
2786 2787 2788
		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
2789

R
Rich Harris 已提交
2790 2791 2792 2793
		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;
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Mr.doob 已提交
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		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;
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		if ( p === HalfFloatType ) {
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			extension = extensions.get( 'OES_texture_half_float' );
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			if ( extension !== null ) return extension.HALF_FLOAT_OES;
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		}

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

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

			}
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		}

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		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2852
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
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			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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			if ( extension !== null ) {

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

			}
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		}

2867
		if ( p === RGB_ETC1_Format ) {
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			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
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2871
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
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		}

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		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
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			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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		if ( p === UnsignedInt248Type ) {
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			extension = extensions.get( 'WEBGL_depth_texture' );
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			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
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		}

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		return 0;

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	}
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}
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export { WebGLRenderer };