WebGLRenderer.js 66.0 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, DoubleSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { Matrix4 } from '../math/Matrix4';
import { WebGLUniforms } from './webgl/WebGLUniforms';
import { UniformsUtils } from './shaders/UniformsUtils';
import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { BoxBufferGeometry } from '../extras/geometries/BoxBufferGeometry';
import { Mesh } from '../objects/Mesh';
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PlaneBufferGeometry } from '../extras/geometries/PlaneBufferGeometry';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
import { WebGLLights } from './webgl/WebGLLights';
import { WebGLPrograms } from './webgl/WebGLPrograms';
import { WebGLObjects } from './webgl/WebGLObjects';
import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
import { Sphere } from '../math/Sphere';
import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

	// internal state cache

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

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	_currentScissor = new Vector4(),
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	_currentScissorTest = null,

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	_currentViewport = new Vector4(),
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	//

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	_usedTextureUnits = 0,

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	//

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

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

	_pixelRatio = 1,

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

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

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	_frustum = new Frustum(),
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	// clipping

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

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

	_lights = {

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		hash: '',

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

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		shadows: []
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	},

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	// info

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

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	};

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

			geometries: 0,
			textures: 0

		},
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

	//

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	function getTargetPixelRatio() {

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

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

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

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

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

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

		properties.delete( material );

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

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

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	}
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	// Buffer rendering

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

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

619
		var attributes = program.getAttributes();
620

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

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

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

		}

		if ( object.hasNormals ) {

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

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

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

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

641 642 643
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
644

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

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

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

				}

			}

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

663
			state.enableAttribute( attributes.normal );
664

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

		}

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

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

674
			state.enableAttribute( attributes.uv );
675

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

		}

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

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

685
			state.enableAttribute( attributes.color );
686

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

		}

691
		state.disableUnusedAttributes();
692

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

		object.count = 0;

	};

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

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

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

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

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

			var activeInfluences = [];

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

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

			}

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

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

738 739
			var morphAttributes = geometry.morphAttributes;

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

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

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

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

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

				} else {

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

				}

			}

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

			updateBuffers = true;

		}

768 769
		//

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

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

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

		}

779 780
		var renderer;

781
		if ( index !== null ) {
782

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

786
		} else {
787

788
			renderer = bufferRenderer;
789

790
		}
M
Mr.doob 已提交
791

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

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

796
			if ( index !== null ) {
797

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

			}

802
		}
803

804 805
		//

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

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

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

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

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

M
Mr.doob 已提交
817
		}
818

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

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

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

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

		//
831

832
		if ( object.isMesh ) {
833

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

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

839
			} else {
M
Mr.doob 已提交
840 841

				switch ( object.drawMode ) {
842

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

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

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

				}
856

857
			}
858

859

860
		} else if ( object.isLine ) {
861

862
			var lineWidth = material.linewidth;
863

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

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

868
			if ( object.isLineSegments ) {
869

870
				renderer.setMode( _gl.LINES );
871

872
			} else {
873

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

			}
M
Mr.doob 已提交
877

878
		} else if ( object.isPoints ) {
879 880

			renderer.setMode( _gl.POINTS );
881 882

		}
883

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

			if ( geometry.maxInstancedCount > 0 ) {

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

J
jfranc 已提交
890
			}
891 892 893

		} else {

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

M
Mr.doob 已提交
896 897 898 899
		}

	};

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

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

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

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

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

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

M
Mr.doob 已提交
913 914 915
			}

		}
B
Ben Adams 已提交
916

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

919 920
		state.initAttributes();

921
		var geometryAttributes = geometry.attributes;
922

923
		var programAttributes = program.getAttributes();
924

925
		var materialDefaultAttributeValues = material.defaultAttributeValues;
926

927
		for ( var name in programAttributes ) {
928

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

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

933
				var geometryAttribute = geometryAttributes[ name ];
934

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

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

941 942
					if ( array instanceof Float32Array ) {

943
						type = _gl.FLOAT;
944 945 946

					} else if ( array instanceof Float64Array ) {

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

					} else if ( array instanceof Uint16Array ) {

951 952
						type = _gl.UNSIGNED_SHORT;

953 954
					} else if ( array instanceof Int16Array ) {

955
						type = _gl.SHORT;
956 957 958

					} else if ( array instanceof Uint32Array ) {

959
						type = _gl.UNSIGNED_INT;
960 961 962

					} else if ( array instanceof Int32Array ) {

963
						type = _gl.INT;
964 965 966

					} else if ( array instanceof Int8Array ) {

967
						type = _gl.BYTE;
968 969 970

					} else if ( array instanceof Uint8Array ) {

971
						type = _gl.UNSIGNED_BYTE;
972 973

					}
974

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

							state.enableAttribute( programAttribute );

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

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

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

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

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

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

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

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

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

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

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

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

					}

				}

			}

		}
1058

1059
		state.disableUnusedAttributes();
1060

M
Mr.doob 已提交
1061 1062
	}

M
Mr.doob 已提交
1063 1064
	// Sorting

1065
	function absNumericalSort( a, b ) {
1066

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

	}

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

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

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

1077 1078 1079 1080
		} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {

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

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

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

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

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

		} else {

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

		}

1095
	}
M
Mr.doob 已提交
1096

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

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

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

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

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

		} else {

			return a.id - b.id;

		}

1113
	}
1114

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

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

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

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

		}

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

		// reset caching for this frame

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

		// update scene graph

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

		// update camera matrices and frustum

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

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

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

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

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

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

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

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

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

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

1168 1169
		}

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

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

1174 1175
		setupShadows( lights );

M
Mr.doob 已提交
1176
		shadowMap.render( scene, camera );
M
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1177

1178 1179
		setupLights( lights, camera );

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

M
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1182 1183
		//

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

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

			renderTarget = null;

		}

M
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1195 1196
		this.setRenderTarget( renderTarget );

M
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1197 1198 1199 1200 1201 1202 1203 1204
		//

		var background = scene.background;

		if ( background === null ) {

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

T
Takahiro 已提交
1205
		} else if ( background && background.isColor ) {
1206 1207

			glClearColor( background.r, background.g, background.b, 1 );
1208
			forceClear = true;
1209 1210 1211 1212 1213 1214 1215 1216 1217

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1218
		if ( background && background.isCubeTexture ) {
M
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1219

1220
			backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
M
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1221 1222 1223 1224 1225 1226 1227

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

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

1228 1229
			objects.update( backgroundBoxMesh );

M
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1230 1231
			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

T
Takahiro 已提交
1232
		} else if ( background && background.isTexture ) {
M
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1233 1234 1235

			backgroundPlaneMesh.material.map = background;

1236 1237
			objects.update( backgroundPlaneMesh );

M
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1238 1239
			_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

M
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1240 1241
		}

1242
		//
M
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1243 1244 1245

		if ( scene.overrideMaterial ) {

1246
			var overrideMaterial = scene.overrideMaterial;
M
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1247

1248 1249
			renderObjects( opaqueObjects, camera, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, fog, overrideMaterial );
1250

M
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1251 1252 1253 1254
		} else {

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

R
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1255
			state.setBlending( NoBlending );
1256
			renderObjects( opaqueObjects, camera, fog );
M
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1257 1258 1259

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

1260
			renderObjects( transparentObjects, camera, fog );
M
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1261 1262 1263 1264 1265

		}

		// custom render plugins (post pass)

M
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1266
		spritePlugin.render( scene, camera );
1267
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1268 1269 1270

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

M
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1271 1272
		if ( renderTarget ) {

1273
			textures.updateRenderTargetMipmap( renderTarget );
M
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1274 1275 1276

		}

1277
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1278

M
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1279 1280
		state.setDepthTest( true );
		state.setDepthWrite( true );
1281
		state.setColorWrite( true );
M
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1282 1283 1284 1285

		// _gl.finish();

	};
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1286

M
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1287 1288
	function pushRenderItem( object, geometry, material, z, group ) {

1289
		var array, index;
M
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1290

1291
		// allocate the next position in the appropriate array
M
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1292 1293 1294

		if ( material.transparent ) {

1295 1296
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
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1297 1298 1299

		} else {

1300 1301 1302 1303 1304
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1305 1306
		// recycle existing render item or grow the array

1307 1308 1309 1310 1311 1312 1313 1314 1315 1316
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
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1317 1318 1319

		} else {

1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
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1331 1332 1333 1334 1335

		}

	}

M
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1336 1337
	// TODO Duplicated code (Frustum)

T
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1338 1339 1340 1341 1342 1343 1344
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
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1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362
		_sphere.copy( geometry.boundingSphere ).
			applyMatrix4( object.matrixWorld );

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
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1363 1364

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1365 1366 1367 1368

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380

		var planes = _this.clippingPlanes,

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

		do {

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

T
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1381
		} while ( ++ i !== numPlanes );
T
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1382 1383 1384 1385 1386

		return true;

	}

1387
	function projectObject( object, camera ) {
M
Mr.doob 已提交
1388

M
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1389
		if ( object.visible === false ) return;
M
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1390

1391
		var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
M
Mr.doob 已提交
1392

1393 1394 1395
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1396

1397
				lights.push( object );
M
Mr.doob 已提交
1398

1399
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1400

M
Mr.doob 已提交
1401
				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
1402 1403 1404 1405

					sprites.push( object );

				}
M
Mr.doob 已提交
1406

1407
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1408

1409
				lensFlares.push( object );
M
Mr.doob 已提交
1410

1411
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1412

1413
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1414

1415 1416
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1417

1418
				}
1419

1420
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1421

1422
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1423

1424
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1425

1426
					object.skeleton.update();
1427

1428
				}
1429

T
tschw 已提交
1430
				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
1431

1432
					var material = object.material;
1433

1434
					if ( material.visible === true ) {
M
Mr.doob 已提交
1435

1436
						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1437

1438 1439 1440 1441
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
Mr.doob 已提交
1442

1443
						var geometry = objects.update( object );
M
Mr.doob 已提交
1444

T
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1445
						if ( material && material.isMultiMaterial ) {
1446

1447 1448
							var groups = geometry.groups;
							var materials = material.materials;
1449

1450
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1451

1452 1453
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1454

1455
								if ( groupMaterial.visible === true ) {
1456

1457 1458 1459
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1460

M
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1461
							}
M
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1462

1463
						} else {
M
Mr.doob 已提交
1464

1465
							pushRenderItem( object, geometry, material, _vector3.z, null );
1466

1467
						}
O
OpenShift guest 已提交
1468

1469
					}
M
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1470

1471
				}
M
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1472

1473
			}
M
Mr.doob 已提交
1474

M
Mr.doob 已提交
1475
		}
M
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1476

M
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1477
		var children = object.children;
M
Mr.doob 已提交
1478

M
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1479 1480
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1481
			projectObject( children[ i ], camera );
M
Mr.doob 已提交
1482

1483
		}
1484

1485
	}
M
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1486

1487
	function renderObjects( renderList, camera, fog, overrideMaterial ) {
M
Mr.doob 已提交
1488

M
Mr.doob 已提交
1489
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1490

1491
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1492

1493
			var object = renderItem.object;
M
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1494 1495 1496
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1497

1498 1499
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
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1500

1501
			if ( object.isImmediateRenderObject ) {
M
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1502

M
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1503
				setMaterial( material );
M
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1504

1505
				var program = setProgram( camera, fog, material, object );
M
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1506

M
Mr.doob 已提交
1507
				_currentGeometryProgram = '';
M
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1508

M
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1509
				object.render( function ( object ) {
M
Mr.doob 已提交
1510

M
Mr.doob 已提交
1511
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1512

M
Mr.doob 已提交
1513
				} );
1514

M
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1515
			} else {
M
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1516

1517
				_this.renderBufferDirect( camera, fog, geometry, material, object, group );
M
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1518

M
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1519
			}
M
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1520

1521
		}
M
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1522

1523
	}
G
gero3 已提交
1524

1525
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1526

1527
		var materialProperties = properties.get( material );
G
gero3 已提交
1528

T
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1529
		var parameters = programCache.getParameters(
T
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1530
				material, _lights, fog, _clipping.numPlanes, object );
T
tschw 已提交
1531

G
gero3 已提交
1532
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1533

1534
		var program = materialProperties.program;
T
tschw 已提交
1535
		var programChange = true;
1536

1537
		if ( program === undefined ) {
B
Ben Adams 已提交
1538

M
Mr.doob 已提交
1539 1540
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1541

1542
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1543

M
Mr.doob 已提交
1544
			// changed glsl or parameters
1545
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1546

G
gero3 已提交
1547
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1548

T
tschw 已提交
1549
			// same glsl and uniform list
T
tschw 已提交
1550 1551
			return;

T
tschw 已提交
1552
		} else {
B
Ben Adams 已提交
1553

T
tschw 已提交
1554 1555
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1556 1557 1558

		}

1559
		if ( programChange ) {
B
Ben Adams 已提交
1560

1561
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1562

R
Rich Harris 已提交
1563
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1564

1565 1566
				materialProperties.__webglShader = {
					name: material.type,
R
Rich Harris 已提交
1567
					uniforms: UniformsUtils.clone( shader.uniforms ),
1568 1569 1570
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1571

1572
			} else {
B
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1573

1574 1575 1576 1577 1578 1579
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1580

1581
			}
G
gero3 已提交
1582

1583
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1584

1585
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1586

1587 1588
			materialProperties.program = program;
			material.program = program;
1589 1590 1591

		}

1592
		var attributes = program.getAttributes();
M
Mr.doob 已提交
1593 1594 1595 1596 1597

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1598
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1599

M
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1600
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1614
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1615

M
Mr.doob 已提交
1616
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1617 1618 1619 1620 1621 1622 1623 1624 1625

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1626 1627
		var uniforms = materialProperties.__webglShader.uniforms;

T
Takahiro 已提交
1628 1629
		if ( ! ( material && material.isShaderMaterial ) &&
				! ( material && material.isRawShaderMaterial ) ||
T
tschw 已提交
1630 1631
				material.clipping === true ) {

T
tschw 已提交
1632 1633
			materialProperties.numClippingPlanes = _clipping.numPlanes;
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1634 1635 1636

		}

1637
		materialProperties.fog = fog;
1638

1639
		// store the light setup it was created for
1640

1641
		materialProperties.lightsHash = _lights.hash;
1642

M
Mr.doob 已提交
1643
		if ( material.lights ) {
1644 1645 1646 1647 1648 1649

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

			uniforms.ambientLightColor.value = _lights.ambient;
			uniforms.directionalLights.value = _lights.directional;
			uniforms.spotLights.value = _lights.spot;
M
Mr.doob 已提交
1650
			uniforms.pointLights.value = _lights.point;
1651 1652
			uniforms.hemisphereLights.value = _lights.hemi;

1653 1654 1655 1656 1657 1658
			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;
1659

1660 1661
		}

T
tschw 已提交
1662 1663
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
R
Rich Harris 已提交
1664
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1665

T
tschw 已提交
1666 1667
		materialProperties.uniformsList = uniformsList;
		materialProperties.dynamicUniforms =
R
Rich Harris 已提交
1668
				WebGLUniforms.splitDynamic( uniformsList, uniforms );
A
arose 已提交
1669

M
Mr.doob 已提交
1670
	}
M
Mr.doob 已提交
1671

1672 1673
	function setMaterial( material ) {

R
Rich Harris 已提交
1674
		if ( material.side !== DoubleSide )
T
tschw 已提交
1675 1676 1677 1678
			state.enable( _gl.CULL_FACE );
		else
			state.disable( _gl.CULL_FACE );

R
Rich Harris 已提交
1679
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1680

1681 1682
		if ( material.transparent === true ) {

1683
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
1684

1685 1686
		} else {

R
Rich Harris 已提交
1687
			state.setBlending( NoBlending );
1688

1689 1690
		}

B
Ben Adams 已提交
1691
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1692 1693
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1694
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1695
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1696 1697 1698

	}

1699
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1700 1701 1702

		_usedTextureUnits = 0;

1703
		var materialProperties = properties.get( material );
1704

T
tschw 已提交
1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715
		if ( _clippingEnabled ) {

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

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

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
T
tschw 已提交
1716
				_clipping.setState(
T
tschw 已提交
1717 1718 1719 1720 1721 1722
						material.clippingPlanes, material.clipShadows,
						camera, materialProperties, useCache );

			}

			if ( materialProperties.numClippingPlanes !== undefined &&
T
tschw 已提交
1723
				materialProperties.numClippingPlanes !== _clipping.numPlanes ) {
T
tschw 已提交
1724 1725 1726 1727 1728 1729 1730

				material.needsUpdate = true;

			}

		}

1731
		if ( material.needsUpdate === false ) {
1732

1733
			if ( materialProperties.program === undefined ) {
1734

1735
				material.needsUpdate = true;
1736

1737
			} else if ( material.fog && materialProperties.fog !== fog ) {
1738

M
Mr.doob 已提交
1739
				material.needsUpdate = true;
1740

1741
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1742

1743
				material.needsUpdate = true;
1744

1745
			}
1746 1747 1748 1749

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1750

1751
			initMaterial( material, fog, object );
M
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1752 1753 1754 1755
			material.needsUpdate = false;

		}

1756
		var refreshProgram = false;
M
Mr.doob 已提交
1757
		var refreshMaterial = false;
1758
		var refreshLights = false;
M
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1759

1760
		var program = materialProperties.program,
1761
			p_uniforms = program.getUniforms(),
1762
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1763

1764
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1765

1766 1767
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1768

1769
			refreshProgram = true;
M
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1770
			refreshMaterial = true;
1771
			refreshLights = true;
M
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1772 1773 1774 1775 1776 1777

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1778

M
Mr.doob 已提交
1779 1780 1781 1782
			refreshMaterial = true;

		}

1783
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1784

T
tschw 已提交
1785
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1786

G
gero3 已提交
1787
			if ( capabilities.logarithmicDepthBuffer ) {
1788

T
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1789 1790
				p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1791 1792 1793 1794

			}


1795 1796 1797 1798 1799 1800 1801 1802 1803
			if ( camera !== _currentCamera ) {

				_currentCamera = camera;

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

				refreshMaterial = true;		// set to true on material change
T
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1804
				refreshLights = true;		// remains set until update done
1805 1806

			}
M
Mr.doob 已提交
1807

1808 1809 1810
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

T
Takahiro 已提交
1811 1812 1813
			if ( ( material && material.isShaderMaterial ) ||
				 ( material && material.isMeshPhongMaterial ) ||
				 ( material && material.isMeshStandardMaterial ) ||
1814 1815
				 material.envMap ) {

T
tschw 已提交
1816 1817 1818
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1819

T
tschw 已提交
1820 1821
					uCamPos.setValue( _gl,
							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1822 1823 1824 1825 1826

				}

			}

T
Takahiro 已提交
1827 1828 1829 1830 1831
			if ( ( material && material.isMeshPhongMaterial ) ||
				 ( material && material.isMeshLambertMaterial ) ||
				 ( material && material.isMeshBasicMaterial ) ||
				 ( material && material.isMeshStandardMaterial ) ||
				 ( material && material.isShaderMaterial ) ||
1832 1833
				 material.skinning ) {

T
tschw 已提交
1834
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1835 1836 1837

			}

T
tschw 已提交
1838 1839
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1840

M
Mr.doob 已提交
1841 1842 1843 1844 1845 1846 1847 1848
		}

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

		if ( material.skinning ) {

T
tschw 已提交
1849 1850
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1851

T
tschw 已提交
1852
			var skeleton = object.skeleton;
1853

T
tschw 已提交
1854
			if ( skeleton ) {
1855

T
tschw 已提交
1856
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1857

T
tschw 已提交
1858 1859 1860
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
Mr.doob 已提交
1861

T
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1862
				} else {
M
Mr.doob 已提交
1863

T
tschw 已提交
1864
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1865 1866 1867 1868 1869 1870 1871 1872 1873

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1874
			if ( material.lights ) {
M
Mr.doob 已提交
1875

1876
				// the current material requires lighting info
M
Mr.doob 已提交
1877

T
tschw 已提交
1878 1879 1880 1881 1882 1883
				// 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
1884

T
tschw 已提交
1885
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1886

T
tschw 已提交
1887
			}
G
gero3 已提交
1888

T
tschw 已提交
1889
			// refresh uniforms common to several materials
G
gero3 已提交
1890

T
tschw 已提交
1891
			if ( fog && material.fog ) {
G
gero3 已提交
1892

T
tschw 已提交
1893
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1894 1895 1896

			}

T
Takahiro 已提交
1897 1898 1899 1900 1901
			if ( ( material && material.isMeshBasicMaterial ) ||
				 ( material && material.isMeshLambertMaterial ) ||
				 ( material && material.isMeshPhongMaterial ) ||
				 ( material && material.isMeshStandardMaterial ) ||
				 ( material && material.isMeshDepthMaterial ) ) {
M
Mr.doob 已提交
1902 1903 1904 1905 1906 1907 1908

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

T
Takahiro 已提交
1909
			if ( material && material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1910 1911 1912

				refreshUniformsLine( m_uniforms, material );

T
Takahiro 已提交
1913
			} else if ( material && material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1914 1915 1916 1917

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

T
Takahiro 已提交
1918
			} else if ( material && material.isPointsMaterial ) {
M
Mr.doob 已提交
1919

M
Mr.doob 已提交
1920
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1921

T
Takahiro 已提交
1922
			} else if ( material && material.isMeshLambertMaterial ) {
1923 1924 1925

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1926
			} else if ( material && material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1927 1928 1929

				refreshUniformsPhong( m_uniforms, material );

T
Takahiro 已提交
1930
			} else if ( material && material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1931 1932 1933

				refreshUniformsPhysical( m_uniforms, material );

T
Takahiro 已提交
1934
			} else if ( material && material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1935

1936
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1937

T
Takahiro 已提交
1938
			} else if ( material && material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1939

1940 1941 1942 1943 1944 1945 1946 1947
				if ( material.displacementMap ) {

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

				}

T
Takahiro 已提交
1948
			} else if ( material && material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1949 1950 1951 1952 1953

				m_uniforms.opacity.value = material.opacity;

			}

R
Rich Harris 已提交
1954
			WebGLUniforms.upload(
T
tschw 已提交
1955
					_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1956 1957 1958

		}

M
Mr.doob 已提交
1959

T
tschw 已提交
1960
		// common matrices
M
Mr.doob 已提交
1961

T
tschw 已提交
1962 1963 1964
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1965 1966


T
tschw 已提交
1967
		// dynamic uniforms
A
arose 已提交
1968

T
tschw 已提交
1969
		var dynUniforms = materialProperties.dynamicUniforms;
A
arose 已提交
1970

T
tschw 已提交
1971
		if ( dynUniforms !== null ) {
A
arose 已提交
1972

R
Rich Harris 已提交
1973
			WebGLUniforms.evalDynamic(
T
tschw 已提交
1974
					dynUniforms, m_uniforms, object, camera );
A
arose 已提交
1975

R
Rich Harris 已提交
1976
			WebGLUniforms.upload( _gl, dynUniforms, m_uniforms, _this );
A
arose 已提交
1977 1978 1979

		}

T
tschw 已提交
1980
		return program;
A
arose 已提交
1981 1982 1983

	}

M
Mr.doob 已提交
1984 1985
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1986
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1987 1988 1989

		uniforms.opacity.value = material.opacity;

1990
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1991

1992
		if ( material.emissive ) {
M
Mr.doob 已提交
1993

1994
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1995 1996 1997

		}

1998 1999 2000
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
2001

2002
		if ( material.aoMap ) {
2003

2004 2005
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2006 2007 2008

		}

M
Mr.doob 已提交
2009
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2010 2011 2012 2013 2014
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2015
		// 6. emissive map
M
Mr.doob 已提交
2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2027 2028 2029 2030
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2031 2032 2033 2034 2035 2036 2037 2038
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2039 2040 2041 2042 2043 2044 2045 2046
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2047 2048 2049 2050
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2051 2052 2053 2054
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2055 2056 2057 2058
		}

		if ( uvScaleMap !== undefined ) {

2059
			// backwards compatibility
R
Rich Harris 已提交
2060
			if ( (uvScaleMap && uvScaleMap.isWebGLRenderTarget) ) {
M
Mr.doob 已提交
2061 2062 2063 2064 2065

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2066 2067 2068 2069 2070 2071 2072 2073
			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;
2074 2075 2076 2077 2078

		// 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
2079
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2080

2081
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2082 2083
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2084
	}
M
Mr.doob 已提交
2085

M
Mr.doob 已提交
2086
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2087 2088 2089 2090

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

M
Mr.doob 已提交
2091
	}
M
Mr.doob 已提交
2092

M
Mr.doob 已提交
2093
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2094 2095 2096 2097 2098

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

M
Mr.doob 已提交
2099
	}
M
Mr.doob 已提交
2100

M
Mr.doob 已提交
2101
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2102

2103
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2104
		uniforms.opacity.value = material.opacity;
2105
		uniforms.size.value = material.size * _pixelRatio;
T
tschw 已提交
2106
		uniforms.scale.value = _canvas.clientHeight * 0.5;
M
Mr.doob 已提交
2107 2108 2109

		uniforms.map.value = material.map;

2110 2111 2112 2113 2114 2115 2116 2117 2118
		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
2119
	}
M
Mr.doob 已提交
2120

M
Mr.doob 已提交
2121
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2122 2123 2124

		uniforms.fogColor.value = fog.color;

T
Takahiro 已提交
2125
		if ( fog && fog.isFog ) {
M
Mr.doob 已提交
2126 2127 2128 2129

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

T
Takahiro 已提交
2130
		} else if ( fog && fog.isFogExp2 ) {
M
Mr.doob 已提交
2131 2132 2133 2134 2135

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2136
	}
M
Mr.doob 已提交
2137

M
Mr.doob 已提交
2138
	function refreshUniformsLambert( uniforms, material ) {
2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2155
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2156

2157
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2158
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2159

2160 2161 2162 2163
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
2164

2165
		}
2166

2167
		if ( material.emissiveMap ) {
2168

2169
			uniforms.emissiveMap.value = material.emissiveMap;
2170

2171
		}
M
Mr.doob 已提交
2172

2173 2174 2175 2176
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2177

2178
		}
M
Mr.doob 已提交
2179

2180 2181 2182 2183 2184 2185
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2186

2187 2188 2189 2190 2191
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2192

2193
		}
2194 2195 2196

	}

M
Mr.doob 已提交
2197
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257

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

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2258
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2259

2260 2261 2262
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2263 2264 2265 2266
		refreshUniformsStandard( uniforms, material );

	}

2267 2268
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2269
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2270

M
Mr.doob 已提交
2271
		uniforms.ambientLightColor.needsUpdate = value;
2272

B
Ben Houston 已提交
2273 2274 2275 2276
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;
2277

M
Mr.doob 已提交
2278
	}
2279

T
tschw 已提交
2280
	// Lighting
M
Mr.doob 已提交
2281

M
Mr.doob 已提交
2282
	function setupShadows( lights ) {
2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

				_lights.shadows[ lightShadowsLength ++ ] = light;

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
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2302
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2303

B
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2304
		var l, ll, light,
M
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2305
		r = 0, g = 0, b = 0,
B
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2306
		color,
B
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2307
		intensity,
M
Mr.doob 已提交
2308
		distance,
2309
		shadowMap,
M
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2310

2311
		viewMatrix = camera.matrixWorldInverse,
M
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2312

M
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2313
		directionalLength = 0,
M
Mr.doob 已提交
2314 2315
		pointLength = 0,
		spotLength = 0,
2316
		hemiLength = 0;
M
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2317 2318 2319 2320 2321 2322 2323 2324 2325

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

			light = lights[ l ];

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

2326
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2327

T
Takahiro 已提交
2328
			if ( light && light.isAmbientLight ) {
M
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2329

2330 2331 2332
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2333

T
Takahiro 已提交
2334
			} else if ( light && light.isDirectionalLight ) {
M
Mr.doob 已提交
2335

M
Mr.doob 已提交
2336
				var uniforms = lightCache.get( light );
M
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2337

2338
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2339
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2340
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
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2341 2342 2343
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2344
				uniforms.shadow = light.castShadow;
M
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2345

2346
				if ( light.castShadow ) {
M
Mr.doob 已提交
2347

2348 2349 2350
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2351

2352 2353
				}

2354
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2355
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2356
				_lights.directional[ directionalLength ++ ] = uniforms;
M
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2357

T
Takahiro 已提交
2358
			} else if ( light && light.isSpotLight ) {
M
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2359

M
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2360
				var uniforms = lightCache.get( light );
M
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2361 2362 2363

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
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2364

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2365 2366 2367 2368 2369 2370 2371 2372
				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 );

2373 2374
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
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2375
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
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2376

2377
				uniforms.shadow = light.castShadow;
M
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2378

2379 2380
				if ( light.castShadow ) {

2381 2382 2383
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2384

2385 2386
				}

2387
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2388
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
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2389
				_lights.spot[ spotLength ++ ] = uniforms;
2390

T
Takahiro 已提交
2391
			} else if ( light && light.isPointLight ) {
M
Mr.doob 已提交
2392

M
Mr.doob 已提交
2393
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2394

M
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2395 2396
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
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2397

M
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2398 2399
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
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2400 2401
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2402
				uniforms.shadow = light.castShadow;
2403

M
Mr.doob 已提交
2404
				if ( light.castShadow ) {
2405

2406 2407 2408 2409 2410
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2411

2412
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2413

2414 2415
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2416
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2417

2418 2419
				}

2420 2421 2422 2423 2424
				// for point lights we set the shadow matrix to be a translation-only matrix
				// equal to inverse of the light's position
				_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
				_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );

M
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2425
				_lights.point[ pointLength ++ ] = uniforms;
2426

T
Takahiro 已提交
2427
			} else if ( light && light.isHemisphereLight ) {
M
Mr.doob 已提交
2428

M
Mr.doob 已提交
2429
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2430 2431 2432 2433

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2434

M
Mr.doob 已提交
2435 2436
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2437

M
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2438
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2439 2440 2441 2442 2443

			}

		}

M
Mr.doob 已提交
2444 2445 2446
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2447

M
Mr.doob 已提交
2448 2449
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2450
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2451
		_lights.hemi.length = hemiLength;
2452

2453
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length;
2454

M
Mr.doob 已提交
2455
	}
M
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2456 2457 2458 2459 2460

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2461
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2462
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2463 2464 2465 2466 2467

	};

	// Textures

T
tschw 已提交
2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2484
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2485

2486
	// this.setTexture2D = setTexture2D;
2487
	this.setTexture2D = ( function() {
T
tschw 已提交
2488

2489
		var warned = false;
T
tschw 已提交
2490

2491
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2492
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2493

T
Takahiro 已提交
2494
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2495

2496
				if ( ! warned ) {
T
tschw 已提交
2497

2498 2499
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2500

2501
				}
T
tschw 已提交
2502

2503
				texture = texture.texture;
T
tschw 已提交
2504

2505
			}
T
tschw 已提交
2506

2507
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2508

2509
		};
T
tschw 已提交
2510

2511
	}() );
T
tschw 已提交
2512

2513 2514 2515 2516
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2517
		return function setTexture( texture, slot ) {
2518 2519 2520 2521 2522 2523 2524 2525

			if ( ! warned ) {

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

			}

2526
			textures.setTexture2D( texture, slot );
2527 2528 2529 2530 2531 2532 2533 2534 2535

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2536
		return function setTextureCube( texture, slot ) {
2537 2538

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2539
			if ( texture && texture.isWebGLRenderTargetCube ) {
2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553

				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
2554
			if ( ( texture && texture.isCubeTexture ) ||
2555 2556 2557 2558 2559
				 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2560
				textures.setTextureCube( texture, slot );
2561 2562 2563 2564 2565

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2566
				textures.setTextureCubeDynamic( texture, slot );
2567 2568 2569 2570 2571 2572

			}

		};

	}() );
T
tschw 已提交
2573

2574 2575 2576 2577
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2578
	};
2579

2580
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2581

2582 2583
		_currentRenderTarget = renderTarget;

2584
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2585

2586
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2587 2588 2589

		}

T
Takahiro 已提交
2590
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2591
		var framebuffer;
M
Mr.doob 已提交
2592 2593 2594

		if ( renderTarget ) {

2595
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2596

M
Mr.doob 已提交
2597 2598
			if ( isCube ) {

2599
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2600 2601 2602

			} else {

2603
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2604 2605 2606

			}

2607 2608
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2609

2610
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2611 2612 2613 2614 2615

		} else {

			framebuffer = null;

2616
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2617
			_currentScissorTest = _scissorTest;
2618

2619
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2620 2621 2622

		}

M
Mr.doob 已提交
2623
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2624 2625 2626 2627 2628 2629

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

		}

2630 2631
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2632

2633
		state.viewport( _currentViewport );
2634

M
Mr.doob 已提交
2635 2636 2637
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2638
			_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
2639 2640 2641

		}

M
Mr.doob 已提交
2642 2643
	};

M
Mr.doob 已提交
2644
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2645

T
Takahiro 已提交
2646
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2647

2648
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2649
			return;
2650

G
gero3 已提交
2651
		}
2652

M
Mr.doob 已提交
2653
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2654

M
Mr.doob 已提交
2655
		if ( framebuffer ) {
2656

G
gero3 已提交
2657
			var restore = false;
2658

M
Mr.doob 已提交
2659
			if ( framebuffer !== _currentFramebuffer ) {
2660

M
Mr.doob 已提交
2661
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2662

G
gero3 已提交
2663
				restore = true;
2664

G
gero3 已提交
2665
			}
2666

M
Mr.doob 已提交
2667
			try {
2668

M
Mr.doob 已提交
2669
				var texture = renderTarget.texture;
2670

R
Rich Harris 已提交
2671
				if ( texture.format !== RGBAFormat && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2672

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

M
Mr.doob 已提交
2676
				}
2677

R
Rich Harris 已提交
2678
				if ( texture.type !== UnsignedByteType &&
M
Michael Herzog 已提交
2679
				     paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) &&
R
Rich Harris 已提交
2680 2681
				     ! ( texture.type === FloatType && extensions.get( 'WEBGL_color_buffer_float' ) ) &&
				     ! ( texture.type === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2682

M
Mr.doob 已提交
2683 2684
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2685

M
Mr.doob 已提交
2686
				}
2687

M
Mr.doob 已提交
2688
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2689

2690 2691
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2692
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2693 2694 2695 2696

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

					}
2697

M
Mr.doob 已提交
2698
				} else {
M
Mr.doob 已提交
2699

M
Mr.doob 已提交
2700 2701 2702
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2703

M
Mr.doob 已提交
2704
			} finally {
M
Mr.doob 已提交
2705

M
Mr.doob 已提交
2706 2707 2708
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2709

M
Mr.doob 已提交
2710 2711 2712
				}

			}
M
Mr.doob 已提交
2713 2714 2715

		}

M
Mr.doob 已提交
2716 2717
	};

M
Mr.doob 已提交
2718 2719
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2720
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2721

2722 2723
		var extension;

R
Rich Harris 已提交
2724 2725 2726
		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
2727

R
Rich Harris 已提交
2728 2729 2730
		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
2731

R
Rich Harris 已提交
2732 2733 2734
		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
2735

R
Rich Harris 已提交
2736 2737 2738 2739
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
M
Mr.doob 已提交
2740

R
Rich Harris 已提交
2741 2742 2743 2744 2745 2746
		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
M
Mr.doob 已提交
2747

2748 2749 2750 2751
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

R
Rich Harris 已提交
2752
			if ( p === HalfFloatType ) return extension.HALF_FLOAT_OES;
2753 2754 2755

		}

R
Rich Harris 已提交
2756 2757 2758 2759 2760 2761
		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;
2762
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2763

R
Rich Harris 已提交
2764 2765 2766
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2767

R
Rich Harris 已提交
2768 2769 2770 2771 2772 2773 2774 2775
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2776

R
Rich Harris 已提交
2777 2778 2779
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2780

2781
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
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2783 2784
		if ( extension !== null ) {

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

2792 2793 2794
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

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

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		extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

		if ( extension !== null ) {

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

2811 2812 2813
		extension = extensions.get( 'EXT_blend_minmax' );

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

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		extension = extensions.get( 'WEBGL_depth_texture' );

		if ( extension !== null ){

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			if ( p === UnsignedInt248Type ) return extension.UNSIGNED_INT_24_8_WEBGL;
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		}

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		return 0;

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	}
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}
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export { WebGLRenderer };