WebGLRenderer.js 65.8 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

635 636 637
			if ( ! material.isMeshPhongMaterial &&
			     ! material.isMeshStandardMaterial &&
			       material.shading === FlatShading ) {
M
Mr.doob 已提交
638

639
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
640

641
					var array = object.normalArray;
M
Mr.doob 已提交
642

643 644 645
					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
646

647 648 649
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
650

651 652 653
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
654

655 656 657
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
658 659 660 661 662 663

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
664

665
			state.enableAttribute( attributes.normal );
666

667
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
668 669 670 671 672

		}

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

673
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
674
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
675

676
			state.enableAttribute( attributes.uv );
677

678
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
679 680 681

		}

R
Rich Harris 已提交
682
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
683

684
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
685
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
686

687
			state.enableAttribute( attributes.color );
688

689
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
690 691 692

		}

693
		state.disableUnusedAttributes();
694

M
Mr.doob 已提交
695 696 697 698 699 700
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

701
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
702

M
Mr.doob 已提交
703 704
		setMaterial( material );

705
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
706

M
Mr.doob 已提交
707 708
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731

		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 ] );

			}

732
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
733 734 735 736 737 738 739

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

740 741
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
742 743 744 745 746 747 748
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

749
					var index = influence[ 1 ];
M
Mr.doob 已提交
750

751 752
					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
753 754 755

				} else {

756 757
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
758 759 760 761 762

				}

			}

T
tschw 已提交
763 764
			program.getUniforms().setValue(
					_gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
765 766 767 768 769

			updateBuffers = true;

		}

770 771
		//

772
		var index = geometry.index;
773 774
		var position = geometry.attributes.position;

775 776
		if ( material.wireframe === true ) {

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

		}

781 782
		var renderer;

783
		if ( index !== null ) {
784

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

788
		} else {
789

790
			renderer = bufferRenderer;
791

792
		}
M
Mr.doob 已提交
793

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

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

798
			if ( index !== null ) {
799

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

			}

804
		}
805

806 807
		//

M
Mr.doob 已提交
808 809
		var dataStart = 0;
		var dataCount = Infinity;
810

M
Mr.doob 已提交
811
		if ( index !== null ) {
812

M
Mr.doob 已提交
813
			dataCount = index.count;
814

M
Mr.doob 已提交
815
		} else if ( position !== undefined ) {
816

M
Mr.doob 已提交
817
			dataCount = position.count;
818

M
Mr.doob 已提交
819
		}
820

M
Mr.doob 已提交
821 822
		var rangeStart = geometry.drawRange.start;
		var rangeCount = geometry.drawRange.count;
823

M
Mr.doob 已提交
824 825
		var groupStart = group !== null ? group.start : 0;
		var groupCount = group !== null ? group.count : Infinity;
826

M
Mr.doob 已提交
827 828 829 830 831 832
		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 );

		//
833

834
		if ( object.isMesh ) {
835

836
			if ( material.wireframe === true ) {
837

838
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
839
				renderer.setMode( _gl.LINES );
840

841
			} else {
M
Mr.doob 已提交
842 843

				switch ( object.drawMode ) {
844

R
Rich Harris 已提交
845
					case TrianglesDrawMode:
B
Ben Adams 已提交
846 847 848
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
849
					case TriangleStripDrawMode:
B
Ben Adams 已提交
850 851 852
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
853
					case TriangleFanDrawMode:
B
Ben Adams 已提交
854 855 856 857
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
858

859
			}
860

861

862
		} else if ( object.isLine ) {
863

864
			var lineWidth = material.linewidth;
865

866
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
867

868
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
869

870
			if ( object.isLineSegments ) {
871

872
				renderer.setMode( _gl.LINES );
873

874
			} else {
875

876
				renderer.setMode( _gl.LINE_STRIP );
877 878

			}
M
Mr.doob 已提交
879

880
		} else if ( object.isPoints ) {
881 882

			renderer.setMode( _gl.POINTS );
883 884

		}
885

T
Takahiro 已提交
886
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
887 888 889

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
890
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
891

J
jfranc 已提交
892
			}
893 894 895

		} else {

M
Mr.doob 已提交
896
			renderer.render( drawStart, drawCount );
897

M
Mr.doob 已提交
898 899 900 901
		}

	};

902
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
903

M
Mr.doob 已提交
904
		var extension;
B
Ben Adams 已提交
905

T
Takahiro 已提交
906
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
907

M
Mr.doob 已提交
908
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
909

M
Mr.doob 已提交
910
			if ( extension === null ) {
B
Ben Adams 已提交
911

912
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
913
				return;
B
Ben Adams 已提交
914

M
Mr.doob 已提交
915 916 917
			}

		}
B
Ben Adams 已提交
918

919 920
		if ( startIndex === undefined ) startIndex = 0;

921 922
		state.initAttributes();

923
		var geometryAttributes = geometry.attributes;
924

925
		var programAttributes = program.getAttributes();
926

927
		var materialDefaultAttributeValues = material.defaultAttributeValues;
928

929
		for ( var name in programAttributes ) {
930

931
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
932

M
Mr.doob 已提交
933
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
934

935
				var geometryAttribute = geometryAttributes[ name ];
936

M
Mr.doob 已提交
937
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
938

939
					var type = _gl.FLOAT;
940
					var array = geometryAttribute.array;
941 942
					var normalized = geometryAttribute.normalized;

943 944
					if ( array instanceof Float32Array ) {

945
						type = _gl.FLOAT;
946 947 948

					} else if ( array instanceof Float64Array ) {

T
Takahiro 已提交
949
						console.warn( "Unsupported data buffer format: Float64Array" );
950 951 952

					} else if ( array instanceof Uint16Array ) {

953 954
						type = _gl.UNSIGNED_SHORT;

955 956
					} else if ( array instanceof Int16Array ) {

957
						type = _gl.SHORT;
958 959 960

					} else if ( array instanceof Uint32Array ) {

961
						type = _gl.UNSIGNED_INT;
962 963 964

					} else if ( array instanceof Int32Array ) {

965
						type = _gl.INT;
966 967 968

					} else if ( array instanceof Int8Array ) {

969
						type = _gl.BYTE;
970 971 972

					} else if ( array instanceof Uint8Array ) {

973
						type = _gl.UNSIGNED_BYTE;
974 975

					}
976

977
					var size = geometryAttribute.itemSize;
G
gero3 已提交
978
					var buffer = objects.getAttributeBuffer( geometryAttribute );
979

T
Takahiro 已提交
980
					if ( geometryAttribute && geometryAttribute.isInterleavedBufferAttribute ) {
981

M
Mr.doob 已提交
982 983 984 985
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
986
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
987

M
Mr.doob 已提交
988
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
989

M
Mr.doob 已提交
990
							if ( geometry.maxInstancedCount === undefined ) {
991

D
dubejf 已提交
992
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
993

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

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

M
Mr.doob 已提交
998
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
999

M
Mr.doob 已提交
1000
						}
B
Ben Adams 已提交
1001

M
Mr.doob 已提交
1002
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1003
						_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
1004

M
Mr.doob 已提交
1005
					} else {
B
Ben Adams 已提交
1006

T
Takahiro 已提交
1007
						if ( geometryAttribute && geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
1008

M
Mr.doob 已提交
1009
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
1010

M
Mr.doob 已提交
1011
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
1012

D
dubejf 已提交
1013
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
1014

M
Mr.doob 已提交
1015
							}
B
Ben Adams 已提交
1016

M
Mr.doob 已提交
1017 1018 1019 1020
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
1021
						}
B
Ben Adams 已提交
1022

M
Mr.doob 已提交
1023
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1024
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * geometryAttribute.array.BYTES_PER_ELEMENT );
M
Mr.doob 已提交
1025

B
Ben Adams 已提交
1026
					}
M
Mr.doob 已提交
1027

1028 1029
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1030
					var value = materialDefaultAttributeValues[ name ];
1031

1032
					if ( value !== undefined ) {
M
Mr.doob 已提交
1033

1034
						switch ( value.length ) {
M
Mr.doob 已提交
1035

1036 1037 1038
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1039

1040 1041 1042
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1043

1044 1045 1046
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1047

1048 1049
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1050 1051

						}
M
Mr.doob 已提交
1052 1053 1054 1055 1056 1057 1058 1059

					}

				}

			}

		}
1060

1061
		state.disableUnusedAttributes();
1062

M
Mr.doob 已提交
1063 1064
	}

M
Mr.doob 已提交
1065 1066
	// Sorting

1067
	function absNumericalSort( a, b ) {
1068

1069
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1070 1071 1072

	}

M
Mr.doob 已提交
1073
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1074

U
unconed 已提交
1075
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1076

U
unconed 已提交
1077
			return a.object.renderOrder - b.object.renderOrder;
1078

1079 1080 1081 1082
		} 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
1083
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1084

M
Mr.doob 已提交
1085
			return a.material.id - b.material.id;
1086 1087

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1088

M
Mr.doob 已提交
1089
			return a.z - b.z;
M
Mr.doob 已提交
1090 1091 1092

		} else {

1093
			return a.id - b.id;
M
Mr.doob 已提交
1094 1095 1096

		}

1097
	}
M
Mr.doob 已提交
1098

M
Mr.doob 已提交
1099
	function reversePainterSortStable( a, b ) {
1100

U
unconed 已提交
1101
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1102

U
unconed 已提交
1103
			return a.object.renderOrder - b.object.renderOrder;
1104 1105

		} if ( a.z !== b.z ) {
1106

M
Mr.doob 已提交
1107
			return b.z - a.z;
1108 1109 1110 1111 1112 1113 1114

		} else {

			return a.id - b.id;

		}

1115
	}
1116

M
Mr.doob 已提交
1117 1118 1119 1120
	// Rendering

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

T
Takahiro 已提交
1121
		if ( ( camera && camera.isCamera ) === false ) {
M
Mr.doob 已提交
1122

1123
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1124 1125 1126 1127
			return;

		}

M
Mr.doob 已提交
1128
		var fog = scene.fog;
M
Mr.doob 已提交
1129 1130 1131

		// reset caching for this frame

1132
		_currentGeometryProgram = '';
1133
		_currentMaterialId = - 1;
1134
		_currentCamera = null;
M
Mr.doob 已提交
1135 1136 1137

		// update scene graph

1138
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1139 1140 1141

		// update camera matrices and frustum

1142
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1143 1144 1145 1146 1147 1148

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1149
		lights.length = 0;
1150

M
Mr.doob 已提交
1151 1152
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1153

M
Mr.doob 已提交
1154 1155 1156
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1157
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1158
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1159

1160
		projectObject( scene, camera );
M
Mr.doob 已提交
1161

1162 1163 1164
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1165
		if ( _this.sortObjects === true ) {
1166 1167 1168

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1169

1170 1171
		}

M
Mr.doob 已提交
1172
		//
M
Mr.doob 已提交
1173

T
tschw 已提交
1174
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1175

1176 1177
		setupShadows( lights );

M
Mr.doob 已提交
1178
		shadowMap.render( scene, camera );
M
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1179

1180 1181
		setupLights( lights, camera );

T
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1182
		if ( _clippingEnabled ) _clipping.endShadows();
T
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1183

M
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1184 1185
		//

1186 1187 1188 1189
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
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1190

1191 1192 1193 1194 1195 1196
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

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1197 1198
		this.setRenderTarget( renderTarget );

M
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1199 1200 1201 1202 1203 1204 1205 1206
		//

		var background = scene.background;

		if ( background === null ) {

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

T
Takahiro 已提交
1207
		} else if ( background && background.isColor ) {
1208 1209

			glClearColor( background.r, background.g, background.b, 1 );
1210
			forceClear = true;
1211 1212 1213 1214 1215 1216 1217 1218 1219

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1220
		if ( background && background.isCubeTexture ) {
M
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1221

1222
			backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
M
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1223 1224 1225 1226 1227 1228 1229

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

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

1230 1231
			objects.update( backgroundBoxMesh );

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1232 1233
			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

T
Takahiro 已提交
1234
		} else if ( background && background.isTexture ) {
M
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1235 1236 1237

			backgroundPlaneMesh.material.map = background;

1238 1239
			objects.update( backgroundPlaneMesh );

M
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1240 1241
			_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

M
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1242 1243
		}

1244
		//
M
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1245 1246 1247

		if ( scene.overrideMaterial ) {

1248
			var overrideMaterial = scene.overrideMaterial;
M
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1249

1250 1251
			renderObjects( opaqueObjects, camera, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, fog, overrideMaterial );
1252

M
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1253 1254 1255 1256
		} else {

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

R
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1257
			state.setBlending( NoBlending );
1258
			renderObjects( opaqueObjects, camera, fog );
M
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1259 1260 1261

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

1262
			renderObjects( transparentObjects, camera, fog );
M
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1263 1264 1265 1266 1267

		}

		// custom render plugins (post pass)

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

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

M
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1273 1274
		if ( renderTarget ) {

1275
			textures.updateRenderTargetMipmap( renderTarget );
M
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1276 1277 1278

		}

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

M
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1281 1282
		state.setDepthTest( true );
		state.setDepthWrite( true );
1283
		state.setColorWrite( true );
M
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1284 1285 1286 1287

		// _gl.finish();

	};
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1288

M
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1289 1290
	function pushRenderItem( object, geometry, material, z, group ) {

1291
		var array, index;
M
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1292

1293
		// allocate the next position in the appropriate array
M
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1294 1295 1296

		if ( material.transparent ) {

1297 1298
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
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1299 1300 1301

		} else {

1302 1303 1304 1305 1306
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1307 1308
		// recycle existing render item or grow the array

1309 1310 1311 1312 1313 1314 1315 1316 1317 1318
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
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1319 1320 1321

		} else {

1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332
			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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1333 1334 1335 1336 1337

		}

	}

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1338 1339
	// TODO Duplicated code (Frustum)

T
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1340 1341 1342 1343 1344 1345 1346
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
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1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364
		_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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1365 1366

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1367 1368 1369 1370

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382

		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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1383
		} while ( ++ i !== numPlanes );
T
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1384 1385 1386 1387 1388

		return true;

	}

1389
	function projectObject( object, camera ) {
M
Mr.doob 已提交
1390

M
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1391
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1392

1393
		var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
M
Mr.doob 已提交
1394

1395 1396 1397
		if ( visible ) {

			if ( object.isLight ) {
M
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1398

1399
				lights.push( object );
M
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1400

1401
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1402

M
Mr.doob 已提交
1403
				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
1404 1405 1406 1407

					sprites.push( object );

				}
M
Mr.doob 已提交
1408

1409
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1410

1411
				lensFlares.push( object );
M
Mr.doob 已提交
1412

1413
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1414

1415
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1416

1417 1418
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1419

1420
				}
1421

1422
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1423

1424
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1425

1426
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1427

1428
					object.skeleton.update();
1429

1430
				}
1431

T
tschw 已提交
1432
				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
1433

1434
					var material = object.material;
1435

1436
					if ( material.visible === true ) {
M
Mr.doob 已提交
1437

1438
						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1439

1440 1441 1442 1443
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
Mr.doob 已提交
1444

1445
						var geometry = objects.update( object );
M
Mr.doob 已提交
1446

1447
						if ( material.isMultiMaterial ) {
1448

1449 1450
							var groups = geometry.groups;
							var materials = material.materials;
1451

1452
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1453

1454 1455
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1456

1457
								if ( groupMaterial.visible === true ) {
1458

1459 1460 1461
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1462

M
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1463
							}
M
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1464

1465
						} else {
M
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1466

1467
							pushRenderItem( object, geometry, material, _vector3.z, null );
1468

1469
						}
O
OpenShift guest 已提交
1470

1471
					}
M
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1472

1473
				}
M
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1474

1475
			}
M
Mr.doob 已提交
1476

M
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1477
		}
M
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1478

M
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1479
		var children = object.children;
M
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1480

M
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1481 1482
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1483
			projectObject( children[ i ], camera );
M
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1484

1485
		}
1486

1487
	}
M
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1488

1489
	function renderObjects( renderList, camera, fog, overrideMaterial ) {
M
Mr.doob 已提交
1490

M
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1491
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1492

1493
			var renderItem = renderList[ i ];
M
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1494

1495
			var object = renderItem.object;
M
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1496 1497 1498
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1499

1500 1501
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
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1502

1503
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1504

M
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1505
				setMaterial( material );
M
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1506

1507
				var program = setProgram( camera, fog, material, object );
M
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1508

M
Mr.doob 已提交
1509
				_currentGeometryProgram = '';
M
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1510

M
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1511
				object.render( function ( object ) {
M
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1512

M
Mr.doob 已提交
1513
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1514

M
Mr.doob 已提交
1515
				} );
1516

M
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1517
			} else {
M
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1518

1519
				_this.renderBufferDirect( camera, fog, geometry, material, object, group );
M
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1520

M
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1521
			}
M
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1522

1523
		}
M
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1524

1525
	}
G
gero3 已提交
1526

1527
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1528

1529
		var materialProperties = properties.get( material );
G
gero3 已提交
1530

T
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1531
		var parameters = programCache.getParameters(
T
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1532
				material, _lights, fog, _clipping.numPlanes, object );
T
tschw 已提交
1533

G
gero3 已提交
1534
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1535

1536
		var program = materialProperties.program;
T
tschw 已提交
1537
		var programChange = true;
1538

1539
		if ( program === undefined ) {
B
Ben Adams 已提交
1540

M
Mr.doob 已提交
1541 1542
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1543

1544
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1545

M
Mr.doob 已提交
1546
			// changed glsl or parameters
1547
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1548

G
gero3 已提交
1549
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1550

T
tschw 已提交
1551
			// same glsl and uniform list
T
tschw 已提交
1552 1553
			return;

T
tschw 已提交
1554
		} else {
B
Ben Adams 已提交
1555

T
tschw 已提交
1556 1557
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1558 1559 1560

		}

1561
		if ( programChange ) {
B
Ben Adams 已提交
1562

1563
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1564

R
Rich Harris 已提交
1565
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1566

1567 1568
				materialProperties.__webglShader = {
					name: material.type,
R
Rich Harris 已提交
1569
					uniforms: UniformsUtils.clone( shader.uniforms ),
1570 1571 1572
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1573

1574
			} else {
B
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1575

1576 1577 1578 1579 1580 1581
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1582

1583
			}
G
gero3 已提交
1584

1585
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1586

1587
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1588

1589 1590
			materialProperties.program = program;
			material.program = program;
1591 1592 1593

		}

1594
		var attributes = program.getAttributes();
M
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1595 1596 1597 1598 1599

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1600
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1601

M
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1602
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1616
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1617

M
Mr.doob 已提交
1618
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1619 1620 1621 1622 1623 1624 1625 1626 1627

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1628 1629
		var uniforms = materialProperties.__webglShader.uniforms;

1630 1631 1632
		if ( ! material.isShaderMaterial &&
		     ! material.isRawShaderMaterial |
		       material.clipping === true ) {
T
tschw 已提交
1633

T
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1634 1635
			materialProperties.numClippingPlanes = _clipping.numPlanes;
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1636 1637 1638

		}

1639
		materialProperties.fog = fog;
1640

1641
		// store the light setup it was created for
1642

1643
		materialProperties.lightsHash = _lights.hash;
1644

M
Mr.doob 已提交
1645
		if ( material.lights ) {
1646 1647 1648 1649 1650 1651

			// 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
1652
			uniforms.pointLights.value = _lights.point;
1653 1654
			uniforms.hemisphereLights.value = _lights.hemi;

1655 1656 1657 1658 1659 1660
			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;
1661

1662 1663
		}

T
tschw 已提交
1664 1665
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
R
Rich Harris 已提交
1666
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1667

T
tschw 已提交
1668 1669
		materialProperties.uniformsList = uniformsList;
		materialProperties.dynamicUniforms =
R
Rich Harris 已提交
1670
				WebGLUniforms.splitDynamic( uniformsList, uniforms );
A
arose 已提交
1671

M
Mr.doob 已提交
1672
	}
M
Mr.doob 已提交
1673

1674 1675
	function setMaterial( material ) {

M
Mr.doob 已提交
1676 1677 1678
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1679

R
Rich Harris 已提交
1680
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1681

M
Mr.doob 已提交
1682 1683 1684
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1685

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

	}

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

		_usedTextureUnits = 0;

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

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

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

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

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
T
tschw 已提交
1711
				_clipping.setState(
T
tschw 已提交
1712 1713 1714 1715 1716 1717 1718
						material.clippingPlanes, material.clipShadows,
						camera, materialProperties, useCache );

			}

		}

1719
		if ( material.needsUpdate === false ) {
1720

1721
			if ( materialProperties.program === undefined ) {
1722

1723
				material.needsUpdate = true;
1724

1725
			} else if ( material.fog && materialProperties.fog !== fog ) {
1726

M
Mr.doob 已提交
1727
				material.needsUpdate = true;
1728

1729
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1730

1731
				material.needsUpdate = true;
1732

1733 1734 1735 1736 1737
			} else if ( materialProperties.numClippingPlanes !== undefined &&
				materialProperties.numClippingPlanes !== _clipping.numPlanes ) {

				material.needsUpdate = true;

1738
			}
1739 1740 1741 1742

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1743

1744
			initMaterial( material, fog, object );
M
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1745 1746 1747 1748
			material.needsUpdate = false;

		}

1749
		var refreshProgram = false;
M
Mr.doob 已提交
1750
		var refreshMaterial = false;
1751
		var refreshLights = false;
M
Mr.doob 已提交
1752

1753
		var program = materialProperties.program,
1754
			p_uniforms = program.getUniforms(),
1755
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1756

1757
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1758

1759 1760
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1761

1762
			refreshProgram = true;
M
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1763
			refreshMaterial = true;
1764
			refreshLights = true;
M
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1765 1766 1767 1768 1769 1770

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1771

M
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1772 1773 1774 1775
			refreshMaterial = true;

		}

1776
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1777

T
tschw 已提交
1778
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1779

G
gero3 已提交
1780
			if ( capabilities.logarithmicDepthBuffer ) {
1781

T
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1782 1783
				p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1784 1785 1786 1787

			}


1788 1789 1790 1791 1792 1793 1794 1795 1796
			if ( camera !== _currentCamera ) {

				_currentCamera = camera;

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

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1797
				refreshLights = true;		// remains set until update done
1798 1799

			}
M
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1800

1801 1802 1803
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1804 1805 1806 1807
			if ( material.isShaderMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.envMap ) {
1808

T
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1809 1810 1811
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1812

T
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1813 1814
					uCamPos.setValue( _gl,
							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1815 1816 1817 1818 1819

				}

			}

1820 1821 1822 1823 1824 1825
			if ( material.isMeshPhongMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshBasicMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isShaderMaterial ||
			     material.skinning ) {
1826

T
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1827
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1828 1829 1830

			}

T
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1831 1832
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1833

M
Mr.doob 已提交
1834 1835 1836 1837 1838 1839 1840 1841
		}

		// 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
1842 1843
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1844

T
tschw 已提交
1845
			var skeleton = object.skeleton;
1846

T
tschw 已提交
1847
			if ( skeleton ) {
1848

T
tschw 已提交
1849
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1850

T
tschw 已提交
1851 1852 1853
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
Mr.doob 已提交
1854

T
tschw 已提交
1855
				} else {
M
Mr.doob 已提交
1856

T
tschw 已提交
1857
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1858 1859 1860 1861 1862 1863 1864 1865 1866

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1867
			if ( material.lights ) {
M
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1868

1869
				// the current material requires lighting info
M
Mr.doob 已提交
1870

T
tschw 已提交
1871 1872 1873 1874 1875 1876
				// 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
1877

T
tschw 已提交
1878
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1879

T
tschw 已提交
1880
			}
G
gero3 已提交
1881

T
tschw 已提交
1882
			// refresh uniforms common to several materials
G
gero3 已提交
1883

T
tschw 已提交
1884
			if ( fog && material.fog ) {
G
gero3 已提交
1885

T
tschw 已提交
1886
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1887 1888 1889

			}

1890 1891 1892 1893 1894
			if ( material.isMeshBasicMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1895 1896 1897 1898 1899 1900 1901

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1902
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1903 1904 1905

				refreshUniformsLine( m_uniforms, material );

1906
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1907 1908 1909 1910

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

1911
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1912

M
Mr.doob 已提交
1913
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1914

1915
			} else if ( material.isMeshLambertMaterial ) {
1916 1917 1918

				refreshUniformsLambert( m_uniforms, material );

1919
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1920 1921 1922

				refreshUniformsPhong( m_uniforms, material );

1923
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1924 1925 1926

				refreshUniformsPhysical( m_uniforms, material );

1927
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1928

1929
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1930

1931
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1932

1933 1934 1935 1936 1937 1938 1939 1940
				if ( material.displacementMap ) {

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

				}

1941
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1942 1943 1944 1945 1946

				m_uniforms.opacity.value = material.opacity;

			}

R
Rich Harris 已提交
1947
			WebGLUniforms.upload(
T
tschw 已提交
1948
					_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1949 1950 1951

		}

M
Mr.doob 已提交
1952

T
tschw 已提交
1953
		// common matrices
M
Mr.doob 已提交
1954

T
tschw 已提交
1955 1956 1957
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1958 1959


T
tschw 已提交
1960
		// dynamic uniforms
A
arose 已提交
1961

T
tschw 已提交
1962
		var dynUniforms = materialProperties.dynamicUniforms;
A
arose 已提交
1963

T
tschw 已提交
1964
		if ( dynUniforms !== null ) {
A
arose 已提交
1965

R
Rich Harris 已提交
1966
			WebGLUniforms.evalDynamic(
T
tschw 已提交
1967
					dynUniforms, m_uniforms, object, camera );
A
arose 已提交
1968

R
Rich Harris 已提交
1969
			WebGLUniforms.upload( _gl, dynUniforms, m_uniforms, _this );
A
arose 已提交
1970 1971 1972

		}

T
tschw 已提交
1973
		return program;
A
arose 已提交
1974 1975 1976

	}

M
Mr.doob 已提交
1977 1978
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1979
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1980 1981 1982

		uniforms.opacity.value = material.opacity;

1983
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1984

1985
		if ( material.emissive ) {
M
Mr.doob 已提交
1986

1987
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1988 1989 1990

		}

1991 1992 1993
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1994

1995
		if ( material.aoMap ) {
1996

1997 1998
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1999 2000 2001

		}

M
Mr.doob 已提交
2002
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2003 2004 2005 2006 2007
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2008
		// 6. emissive map
M
Mr.doob 已提交
2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2020 2021 2022 2023
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2024 2025 2026 2027 2028 2029 2030 2031
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2032 2033 2034 2035 2036 2037 2038 2039
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2040 2041 2042 2043
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2044 2045 2046 2047
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2048 2049 2050 2051
		}

		if ( uvScaleMap !== undefined ) {

2052
			// backwards compatibility
2053
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2054 2055 2056 2057 2058

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2059 2060 2061 2062 2063 2064 2065 2066
			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;
2067 2068 2069 2070 2071

		// 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
2072
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2073

2074
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2075 2076
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2077
	}
M
Mr.doob 已提交
2078

M
Mr.doob 已提交
2079
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2080 2081 2082 2083

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

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

M
Mr.doob 已提交
2086
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2087 2088 2089 2090 2091

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

M
Mr.doob 已提交
2092
	}
M
Mr.doob 已提交
2093

M
Mr.doob 已提交
2094
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2095

2096
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2097
		uniforms.opacity.value = material.opacity;
2098
		uniforms.size.value = material.size * _pixelRatio;
T
tschw 已提交
2099
		uniforms.scale.value = _canvas.clientHeight * 0.5;
M
Mr.doob 已提交
2100 2101 2102

		uniforms.map.value = material.map;

2103 2104 2105 2106 2107 2108 2109 2110 2111
		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
2112
	}
M
Mr.doob 已提交
2113

M
Mr.doob 已提交
2114
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2115 2116 2117

		uniforms.fogColor.value = fog.color;

2118
		if ( fog.isFog ) {
M
Mr.doob 已提交
2119 2120 2121 2122

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

2123
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2124 2125 2126 2127 2128

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2129
	}
M
Mr.doob 已提交
2130

M
Mr.doob 已提交
2131
	function refreshUniformsLambert( uniforms, material ) {
2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147

		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
2148
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2149

2150
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2151
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2152

2153 2154 2155 2156
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
2157

2158
		}
2159

2160
		if ( material.emissiveMap ) {
2161

2162
			uniforms.emissiveMap.value = material.emissiveMap;
2163

2164
		}
M
Mr.doob 已提交
2165

2166 2167 2168 2169
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2170

2171
		}
M
Mr.doob 已提交
2172

2173 2174 2175 2176 2177 2178
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2179

2180 2181 2182 2183 2184
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2185

2186
		}
2187 2188 2189

	}

M
Mr.doob 已提交
2190
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250

		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
2251
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2252

2253 2254 2255
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2256 2257 2258 2259
		refreshUniformsStandard( uniforms, material );

	}

2260 2261
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2262
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2263

M
Mr.doob 已提交
2264
		uniforms.ambientLightColor.needsUpdate = value;
2265

B
Ben Houston 已提交
2266 2267 2268 2269
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;
2270

M
Mr.doob 已提交
2271
	}
2272

T
tschw 已提交
2273
	// Lighting
M
Mr.doob 已提交
2274

M
Mr.doob 已提交
2275
	function setupShadows( lights ) {
2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

				_lights.shadows[ lightShadowsLength ++ ] = light;

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2295
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2296

B
brason 已提交
2297
		var l, ll, light,
M
Mr.doob 已提交
2298
		r = 0, g = 0, b = 0,
B
Ben Houston 已提交
2299
		color,
B
brason 已提交
2300
		intensity,
M
Mr.doob 已提交
2301
		distance,
2302
		shadowMap,
M
Mr.doob 已提交
2303

2304
		viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2305

M
Mr.doob 已提交
2306
		directionalLength = 0,
M
Mr.doob 已提交
2307 2308
		pointLength = 0,
		spotLength = 0,
2309
		hemiLength = 0;
M
Mr.doob 已提交
2310 2311 2312 2313 2314 2315 2316 2317 2318

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

			light = lights[ l ];

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

2319
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2320

2321
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2322

2323 2324 2325
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2326

2327
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2328

M
Mr.doob 已提交
2329
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2330

2331
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2332
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2333
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2334 2335 2336
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2337
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2338

2339
				if ( light.castShadow ) {
M
Mr.doob 已提交
2340

2341 2342 2343
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2344

2345 2346
				}

2347
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2348
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2349
				_lights.directional[ directionalLength ++ ] = uniforms;
M
Mr.doob 已提交
2350

2351
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2352

M
Mr.doob 已提交
2353
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2354 2355 2356

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2357

M
Mr.doob 已提交
2358 2359 2360 2361 2362 2363 2364 2365
				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 );

2366 2367
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2368
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2369

2370
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2371

2372 2373
				if ( light.castShadow ) {

2374 2375 2376
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2377

2378 2379
				}

2380
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2381
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2382
				_lights.spot[ spotLength ++ ] = uniforms;
2383

2384
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2385

M
Mr.doob 已提交
2386
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2387

M
Mr.doob 已提交
2388 2389
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2390

M
Mr.doob 已提交
2391 2392
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2393 2394
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2395
				uniforms.shadow = light.castShadow;
2396

M
Mr.doob 已提交
2397
				if ( light.castShadow ) {
2398

2399 2400 2401 2402 2403
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2404

2405
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2406

2407 2408
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2409
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2410

2411 2412
				}

2413 2414 2415 2416 2417
				// for point lights we set the shadow matrix to be a translation-only matrix
				// equal to inverse of the light's position
				_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
				_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );

M
Mr.doob 已提交
2418
				_lights.point[ pointLength ++ ] = uniforms;
2419

2420
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2421

M
Mr.doob 已提交
2422
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2423 2424 2425 2426

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2427

M
Mr.doob 已提交
2428 2429
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2430

M
Mr.doob 已提交
2431
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2432 2433 2434 2435 2436

			}

		}

M
Mr.doob 已提交
2437 2438 2439
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2440

M
Mr.doob 已提交
2441 2442
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2443
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2444
		_lights.hemi.length = hemiLength;
2445

2446
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length;
2447

M
Mr.doob 已提交
2448
	}
M
Mr.doob 已提交
2449 2450 2451 2452 2453

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2454
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2455
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2456 2457 2458 2459 2460

	};

	// Textures

T
tschw 已提交
2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476
	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;

	}

2477
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2478

2479
	// this.setTexture2D = setTexture2D;
2480
	this.setTexture2D = ( function() {
T
tschw 已提交
2481

2482
		var warned = false;
T
tschw 已提交
2483

2484
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2485
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2486

T
Takahiro 已提交
2487
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2488

2489
				if ( ! warned ) {
T
tschw 已提交
2490

2491 2492
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2493

2494
				}
T
tschw 已提交
2495

2496
				texture = texture.texture;
T
tschw 已提交
2497

2498
			}
T
tschw 已提交
2499

2500
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2501

2502
		};
T
tschw 已提交
2503

2504
	}() );
T
tschw 已提交
2505

2506 2507 2508 2509
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2510
		return function setTexture( texture, slot ) {
2511 2512 2513 2514 2515 2516 2517 2518

			if ( ! warned ) {

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

			}

2519
			textures.setTexture2D( texture, slot );
2520 2521 2522 2523 2524 2525 2526 2527 2528

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2529
		return function setTextureCube( texture, slot ) {
2530 2531

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2532
			if ( texture && texture.isWebGLRenderTargetCube ) {
2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546

				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
2547
			if ( ( texture && texture.isCubeTexture ) ||
2548 2549 2550 2551 2552
				 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2553
				textures.setTextureCube( texture, slot );
2554 2555 2556 2557 2558

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2559
				textures.setTextureCubeDynamic( texture, slot );
2560 2561 2562 2563 2564 2565

			}

		};

	}() );
T
tschw 已提交
2566

2567 2568 2569 2570
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2571
	};
2572

2573
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2574

2575 2576
		_currentRenderTarget = renderTarget;

2577
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2578

2579
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2580 2581 2582

		}

T
Takahiro 已提交
2583
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2584
		var framebuffer;
M
Mr.doob 已提交
2585 2586 2587

		if ( renderTarget ) {

2588
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2589

M
Mr.doob 已提交
2590 2591
			if ( isCube ) {

2592
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2593 2594 2595

			} else {

2596
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2597 2598 2599

			}

2600 2601
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2602

2603
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2604 2605 2606 2607 2608

		} else {

			framebuffer = null;

2609
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2610
			_currentScissorTest = _scissorTest;
2611

2612
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2613 2614 2615

		}

M
Mr.doob 已提交
2616
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2617 2618 2619 2620 2621 2622

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

		}

2623 2624
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2625

2626
		state.viewport( _currentViewport );
2627

M
Mr.doob 已提交
2628 2629 2630
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2631
			_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
2632 2633 2634

		}

M
Mr.doob 已提交
2635 2636
	};

M
Mr.doob 已提交
2637
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2638

T
Takahiro 已提交
2639
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2640

2641
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2642
			return;
2643

G
gero3 已提交
2644
		}
2645

M
Mr.doob 已提交
2646
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2647

M
Mr.doob 已提交
2648
		if ( framebuffer ) {
2649

G
gero3 已提交
2650
			var restore = false;
2651

M
Mr.doob 已提交
2652
			if ( framebuffer !== _currentFramebuffer ) {
2653

M
Mr.doob 已提交
2654
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2655

G
gero3 已提交
2656
				restore = true;
2657

G
gero3 已提交
2658
			}
2659

M
Mr.doob 已提交
2660
			try {
2661

M
Mr.doob 已提交
2662
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2663 2664
				var textureFormat = texture.format;
				var textureType = texture.type;
2665

M
Mr.doob 已提交
2666
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2667

M
Mr.doob 已提交
2668 2669
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2670

M
Mr.doob 已提交
2671
				}
2672

M
Mr.doob 已提交
2673 2674 2675
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
				     ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
				     ! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2676

M
Mr.doob 已提交
2677 2678
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2679

M
Mr.doob 已提交
2680
				}
2681

M
Mr.doob 已提交
2682
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2683

2684 2685
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2686
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2687

M
Mr.doob 已提交
2688
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2689 2690

					}
2691

M
Mr.doob 已提交
2692
				} else {
M
Mr.doob 已提交
2693

M
Mr.doob 已提交
2694 2695 2696
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2697

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

M
Mr.doob 已提交
2700 2701 2702
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2703

M
Mr.doob 已提交
2704 2705 2706
				}

			}
M
Mr.doob 已提交
2707 2708 2709

		}

M
Mr.doob 已提交
2710 2711
	};

M
Mr.doob 已提交
2712 2713
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2714
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2715

2716 2717
		var extension;

R
Rich Harris 已提交
2718 2719 2720
		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
2721

R
Rich Harris 已提交
2722 2723 2724
		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
2725

R
Rich Harris 已提交
2726 2727 2728
		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
2729

R
Rich Harris 已提交
2730 2731 2732 2733
		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
2734

R
Rich Harris 已提交
2735 2736 2737 2738 2739 2740
		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
2741

2742 2743 2744 2745
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

R
Rich Harris 已提交
2746
			if ( p === HalfFloatType ) return extension.HALF_FLOAT_OES;
2747 2748 2749

		}

R
Rich Harris 已提交
2750 2751 2752 2753 2754 2755
		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;
2756
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2757

R
Rich Harris 已提交
2758 2759 2760
		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
2761

R
Rich Harris 已提交
2762 2763 2764 2765 2766 2767 2768 2769
		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
2770

R
Rich Harris 已提交
2771 2772 2773
		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
2774

2775
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
2776

2777 2778
		if ( extension !== null ) {

R
Rich Harris 已提交
2779 2780 2781 2782
			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;
M
Mr.doob 已提交
2783 2784 2785

		}

2786 2787 2788
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
2789

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

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		extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

		if ( extension !== null ) {

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

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		extension = extensions.get( 'EXT_blend_minmax' );

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

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		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 };