WebGLRenderer.js 69.2 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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

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

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

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

		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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		state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
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	};

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function () {
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		transparentObjects = [];
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		transparentObjectsLastIndex = - 1;
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		opaqueObjects = [];
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		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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		objects.clear();
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	}
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	function onMaterialDispose( event ) {
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		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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Mr.doob 已提交
599 600
	this.renderBufferImmediate = function ( object, program, material ) {

601
		state.initAttributes();
602

603
		var buffers = properties.get( object );
604

605 606 607 608
		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
609

610
		var programAttributes = program.getAttributes();
611

M
Mr.doob 已提交
612 613
		if ( object.hasPositions ) {

614
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
615
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
616

617 618
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
619 620 621 622 623

		}

		if ( object.hasNormals ) {

624
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
625

626
			if ( ! material.isMeshPhongMaterial &&
627
				! material.isMeshStandardMaterial &&
628
				! material.isMeshNormalMaterial &&
629
				material.shading === FlatShading ) {
M
Mr.doob 已提交
630

631
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
632

633
					var array = object.normalArray;
M
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634

635 636 637
					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
638

639 640 641
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
642

643 644 645
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
646

647 648 649
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
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650 651 652 653 654 655

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
656

657
			state.enableAttribute( programAttributes.normal );
658

659
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
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660 661 662 663 664

		}

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

665
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
666
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
667

668
			state.enableAttribute( programAttributes.uv );
669

670
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
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671 672 673

		}

R
Rich Harris 已提交
674
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
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675

676
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
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677
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
678

679
			state.enableAttribute( programAttributes.color );
680

681
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
682 683 684

		}

685
		state.disableUnusedAttributes();
686

M
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687 688 689 690 691 692
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

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693 694
	var program, geometryProgram, updateBuffers;

695
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
696

697
		state.setMaterial( material );
M
Mr.doob 已提交
698

M
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699 700
		program = setProgram( camera, fog, material, object );
		geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
701

M
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702
		updateBuffers = false;
M
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703 704 705 706 707 708 709 710 711 712 713 714 715 716

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
717 718
			// TODO Remove allocations

M
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719 720 721 722 723 724 725 726 727
			var activeInfluences = [];

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

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

			}

728
			activeInfluences.sort( absNumericalSort );
M
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729 730 731 732 733 734 735

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

736 737
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
738 739 740 741 742 743 744
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

745
					var index = influence[ 1 ];
M
Mr.doob 已提交
746

747 748
					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
749 750 751

				} else {

752 753
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
754 755 756 757 758

				}

			}

759 760 761 762 763 764
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
765
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
766 767 768 769 770

			updateBuffers = true;

		}

771 772
		//

773
		var index = geometry.index;
774
		var position = geometry.attributes.position;
775
		var rangeFactor = 1;
776

777 778
		if ( material.wireframe === true ) {

779
			index = geometries.getWireframeAttribute( geometry );
780
			rangeFactor = 2;
781 782 783

		}

M
Mr.doob 已提交
784
		var renderer = bufferRenderer;
785

786
		if ( index !== null ) {
787

788 789
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
790

791
		}
M
Mr.doob 已提交
792

793
		if ( updateBuffers ) {
M
Mr.doob 已提交
794

795
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
796

797
			if ( index !== null ) {
798

M
Mr.doob 已提交
799
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
800 801 802

			}

803
		}
804

805 806
		//

807
		var dataCount = 0;
808

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

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

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

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

M
Mr.doob 已提交
817
		}
818

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

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

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

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

830 831
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
832
		//
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

874 875 876 877
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

878
			} else {
879

880
				renderer.setMode( _gl.LINE_STRIP );
881 882

			}
M
Mr.doob 已提交
883

884
		} else if ( object.isPoints ) {
885 886

			renderer.setMode( _gl.POINTS );
887 888

		}
889

T
Takahiro 已提交
890
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
891 892 893

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
894
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
895

J
jfranc 已提交
896
			}
897 898 899

		} else {

M
Mr.doob 已提交
900
			renderer.render( drawStart, drawCount );
901

M
Mr.doob 已提交
902 903 904 905
		}

	};

906
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
907

M
Mr.doob 已提交
908
		var extension;
B
Ben Adams 已提交
909

T
Takahiro 已提交
910
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
911

M
Mr.doob 已提交
912
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
913

M
Mr.doob 已提交
914
			if ( extension === null ) {
B
Ben Adams 已提交
915

916
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
917
				return;
B
Ben Adams 已提交
918

M
Mr.doob 已提交
919 920 921
			}

		}
B
Ben Adams 已提交
922

923 924
		if ( startIndex === undefined ) startIndex = 0;

925 926
		state.initAttributes();

927
		var geometryAttributes = geometry.attributes;
928

929
		var programAttributes = program.getAttributes();
930

931
		var materialDefaultAttributeValues = material.defaultAttributeValues;
932

933
		for ( var name in programAttributes ) {
934

935
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
936

M
Mr.doob 已提交
937
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
938

939
				var geometryAttribute = geometryAttributes[ name ];
940

M
Mr.doob 已提交
941
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
942

943
					var normalized = geometryAttribute.normalized;
944
					var size = geometryAttribute.itemSize;
945

946
					var attributeProperties = attributes.get( geometryAttribute );
947

M
Mr.doob 已提交
948
					var buffer = attributeProperties.buffer;
949 950
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
951

A
aardgoose 已提交
952
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
953

M
Mr.doob 已提交
954 955 956 957
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
958
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
959

M
Mr.doob 已提交
960
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
961

M
Mr.doob 已提交
962
							if ( geometry.maxInstancedCount === undefined ) {
963

D
dubejf 已提交
964
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
965

M
Mr.doob 已提交
966
							}
B
Ben Adams 已提交
967

M
Mr.doob 已提交
968
						} else {
B
Ben Adams 已提交
969

M
Mr.doob 已提交
970
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
971

M
Mr.doob 已提交
972
						}
B
Ben Adams 已提交
973

M
Mr.doob 已提交
974
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
975
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
976

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

A
aardgoose 已提交
979
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
980

M
Mr.doob 已提交
981
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
982

M
Mr.doob 已提交
983
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
984

D
dubejf 已提交
985
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
986

M
Mr.doob 已提交
987
							}
B
Ben Adams 已提交
988

M
Mr.doob 已提交
989 990 991 992
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
993
						}
B
Ben Adams 已提交
994

M
Mr.doob 已提交
995
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
996
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
997

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

1000 1001
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1002
					var value = materialDefaultAttributeValues[ name ];
1003

1004
					if ( value !== undefined ) {
M
Mr.doob 已提交
1005

1006
						switch ( value.length ) {
M
Mr.doob 已提交
1007

1008 1009 1010
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1011

1012 1013 1014
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1015

1016 1017 1018
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1019

1020 1021
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1022 1023

						}
M
Mr.doob 已提交
1024 1025 1026 1027 1028 1029 1030 1031

					}

				}

			}

		}
1032

1033
		state.disableUnusedAttributes();
1034

M
Mr.doob 已提交
1035 1036
	}

M
Mr.doob 已提交
1037 1038
	// Sorting

1039
	function absNumericalSort( a, b ) {
1040

1041
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1042 1043 1044

	}

M
Mr.doob 已提交
1045
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1046

U
unconed 已提交
1047
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1048

U
unconed 已提交
1049
			return a.object.renderOrder - b.object.renderOrder;
1050

1051 1052 1053 1054
		} 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
1055
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1056

M
Mr.doob 已提交
1057
			return a.material.id - b.material.id;
1058 1059

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1060

M
Mr.doob 已提交
1061
			return a.z - b.z;
M
Mr.doob 已提交
1062 1063 1064

		} else {

1065
			return a.id - b.id;
M
Mr.doob 已提交
1066 1067 1068

		}

1069
	}
M
Mr.doob 已提交
1070

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

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

U
unconed 已提交
1075
			return a.object.renderOrder - b.object.renderOrder;
1076 1077

		} if ( a.z !== b.z ) {
1078

M
Mr.doob 已提交
1079
			return b.z - a.z;
1080 1081 1082 1083 1084 1085 1086

		} else {

			return a.id - b.id;

		}

1087
	}
1088

M
Mr.doob 已提交
1089 1090 1091 1092
	// Rendering

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

1093
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1094

1095
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1096 1097 1098 1099 1100 1101
			return;

		}

		// reset caching for this frame

1102
		_currentGeometryProgram = '';
1103
		_currentMaterialId = - 1;
1104
		_currentCamera = null;
M
Mr.doob 已提交
1105 1106 1107

		// update scene graph

1108
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1109 1110 1111

		// update camera matrices and frustum

1112
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1113 1114 1115 1116 1117 1118

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1119
		lights.length = 0;
1120

M
Mr.doob 已提交
1121 1122
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1123

M
Mr.doob 已提交
1124 1125 1126
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1127
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1128
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1129

M
Mr.doob 已提交
1130
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1131

1132 1133 1134
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1135
		if ( _this.sortObjects === true ) {
1136 1137 1138

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1139

1140 1141
		}

M
Mr.doob 已提交
1142
		//
M
Mr.doob 已提交
1143

T
tschw 已提交
1144
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1145

1146 1147
		setupShadows( lights );

M
Mr.doob 已提交
1148
		shadowMap.render( scene, camera );
M
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1149

1150 1151
		setupLights( lights, camera );

T
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1152
		if ( _clippingEnabled ) _clipping.endShadows();
T
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1153

M
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1154 1155
		//

M
Mr.doob 已提交
1156
		_infoRender.frame ++;
1157 1158 1159 1160
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
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1161

1162 1163 1164 1165 1166 1167
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1168 1169
		this.setRenderTarget( renderTarget );

M
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1170 1171 1172 1173 1174 1175
		//

		var background = scene.background;

		if ( background === null ) {

1176
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1177

T
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1178
		} else if ( background && background.isColor ) {
1179

1180
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1181
			forceClear = true;
1182 1183 1184 1185 1186 1187 1188 1189 1190

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1191
		if ( background && background.isCubeTexture ) {
M
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1192

M
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1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

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

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
M
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1216 1217 1218


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
Mr.doob 已提交
1219
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1220

1221 1222
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1223
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1224

T
Takahiro 已提交
1225
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1226

M
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1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237
			if ( backgroundPlaneCamera === undefined ) {

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

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

			}

M
Mr.doob 已提交
1238 1239
			backgroundPlaneMesh.material.map = background;

1240 1241
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1242
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1243

M
Mr.doob 已提交
1244 1245
		}

1246
		//
M
Mr.doob 已提交
1247 1248 1249

		if ( scene.overrideMaterial ) {

1250
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1251

1252 1253
			renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			renderObjects( transparentObjects, scene, camera, overrideMaterial );
1254

M
Mr.doob 已提交
1255 1256 1257 1258
		} else {

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

R
Rich Harris 已提交
1259
			state.setBlending( NoBlending );
1260
			renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1261 1262 1263

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

1264
			renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1265 1266 1267 1268 1269

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1270
		spritePlugin.render( scene, camera );
1271
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1272 1273 1274

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

M
Mr.doob 已提交
1275 1276
		if ( renderTarget ) {

1277
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1278 1279 1280

		}

1281
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1282

1283 1284 1285
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1286 1287 1288 1289

		// _gl.finish();

	};
M
Mr.doob 已提交
1290

M
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1291 1292
	function pushRenderItem( object, geometry, material, z, group ) {

1293
		var array, index;
M
Mr.doob 已提交
1294

1295
		// allocate the next position in the appropriate array
M
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1296 1297 1298

		if ( material.transparent ) {

1299 1300
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
Mr.doob 已提交
1301 1302 1303

		} else {

1304 1305 1306 1307 1308
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1309 1310
		// recycle existing render item or grow the array

1311 1312
		var renderItem = array[ index ];

M
Mr.doob 已提交
1313
		if ( renderItem ) {
1314 1315 1316 1317 1318 1319 1320

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
Mr.doob 已提交
1321 1322 1323

		} else {

1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
Mr.doob 已提交
1335 1336 1337 1338 1339

		}

	}

1340
	/*
M
Mr.doob 已提交
1341 1342
	// TODO Duplicated code (Frustum)

1343 1344
	var _sphere = new Sphere();

T
tschw 已提交
1345 1346 1347 1348 1349 1350 1351
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1352
		_sphere.copy( geometry.boundingSphere ).
1353
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1370 1371

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1372 1373 1374 1375

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1388
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1389 1390 1391 1392

		return true;

	}
1393
	*/
T
tschw 已提交
1394

M
Mr.doob 已提交
1395
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1396

M
Mr.doob 已提交
1397
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1398

M
Mr.doob 已提交
1399
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1400

1401 1402 1403
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1404

1405
				lights.push( object );
M
Mr.doob 已提交
1406

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

1409
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1410 1411 1412 1413

					sprites.push( object );

				}
M
Mr.doob 已提交
1414

1415
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1416

1417
				lensFlares.push( object );
M
Mr.doob 已提交
1418

1419
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1420

M
Mr.doob 已提交
1421
				if ( sortObjects ) {
M
Mr.doob 已提交
1422

M
Mr.doob 已提交
1423 1424
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1425

1426
				}
1427

1428
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1429

1430
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1431

1432
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1433

1434
					object.skeleton.update();
1435

1436
				}
1437

1438
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1439

M
Mr.doob 已提交
1440
					if ( sortObjects ) {
1441

M
Mr.doob 已提交
1442 1443
						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );
1444

M
Mr.doob 已提交
1445
					}
1446

M
Mr.doob 已提交
1447 1448
					var geometry = objects.update( object );
					var material = object.material;
1449

M
Mr.doob 已提交
1450
					if ( Array.isArray( material ) ) {
1451

M
Mr.doob 已提交
1452
						var groups = geometry.groups;
1453

M
Mr.doob 已提交
1454
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
1455

M
Mr.doob 已提交
1456 1457
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
M
Mr.doob 已提交
1458

M
Mr.doob 已提交
1459
							if ( groupMaterial && groupMaterial.visible ) {
1460

M
Mr.doob 已提交
1461
								pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
1462

M
Mr.doob 已提交
1463
							}
M
Mr.doob 已提交
1464

M
Mr.doob 已提交
1465
						}
M
Mr.doob 已提交
1466

M
Mr.doob 已提交
1467
					} else if ( material.visible ) {
1468

M
Mr.doob 已提交
1469
						pushRenderItem( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1470

1471
					}
M
Mr.doob 已提交
1472

1473
				}
M
Mr.doob 已提交
1474

1475
			}
M
Mr.doob 已提交
1476

M
Mr.doob 已提交
1477
		}
M
Mr.doob 已提交
1478

M
Mr.doob 已提交
1479
		var children = object.children;
M
Mr.doob 已提交
1480

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

M
Mr.doob 已提交
1483
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1484

1485
		}
1486

1487
	}
M
Mr.doob 已提交
1488

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

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

1493
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1494

1495
			var object = renderItem.object;
M
Mr.doob 已提交
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
Mr.doob 已提交
1502

1503
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
1504

1505
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1506

1507
				state.setMaterial( material );
M
Mr.doob 已提交
1508

1509
				var program = setProgram( camera, scene.fog, material, object );
M
Mr.doob 已提交
1510

M
Mr.doob 已提交
1511
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1512

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

M
Mr.doob 已提交
1515
			} else {
M
Mr.doob 已提交
1516

1517
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1518

M
Mr.doob 已提交
1519
			}
M
Mr.doob 已提交
1520

1521
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1522 1523


1524
		}
M
Mr.doob 已提交
1525

1526
	}
G
gero3 已提交
1527

1528
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1529

1530
		var materialProperties = properties.get( material );
G
gero3 已提交
1531

T
tschw 已提交
1532
		var parameters = programCache.getParameters(
1533
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1534

G
gero3 已提交
1535
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1536

1537
		var program = materialProperties.program;
T
tschw 已提交
1538
		var programChange = true;
1539

1540
		if ( program === undefined ) {
B
Ben Adams 已提交
1541

M
Mr.doob 已提交
1542 1543
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1544

1545
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1546

M
Mr.doob 已提交
1547
			// changed glsl or parameters
1548
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1549

G
gero3 已提交
1550
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1551

T
tschw 已提交
1552
			// same glsl and uniform list
T
tschw 已提交
1553 1554
			return;

T
tschw 已提交
1555
		} else {
B
Ben Adams 已提交
1556

T
tschw 已提交
1557 1558
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1559 1560 1561

		}

1562
		if ( programChange ) {
B
Ben Adams 已提交
1563

1564
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1565

R
Rich Harris 已提交
1566
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1567

1568 1569
				materialProperties.__webglShader = {
					name: material.type,
1570
					uniforms: UniformsUtils.clone( shader.uniforms ),
1571 1572 1573
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1574

1575
			} else {
B
Ben Adams 已提交
1576

1577 1578 1579 1580 1581 1582
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1583

1584
			}
G
gero3 已提交
1585

1586
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1587

1588
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1589

1590 1591
			materialProperties.program = program;
			material.program = program;
1592 1593 1594

		}

1595
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1596 1597 1598 1599 1600

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1601
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1602

1603
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1617
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1618

1619
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1620 1621 1622 1623 1624 1625 1626 1627 1628

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1629 1630
		var uniforms = materialProperties.__webglShader.uniforms;

1631
		if ( ! material.isShaderMaterial &&
1632 1633
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1634

T
tschw 已提交
1635
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1636
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1637
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1638 1639 1640

		}

1641
		materialProperties.fog = fog;
1642

1643
		// store the light setup it was created for
1644

1645
		materialProperties.lightsHash = _lights.hash;
1646

M
Mr.doob 已提交
1647
		if ( material.lights ) {
1648 1649 1650 1651 1652 1653

			// 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;
1654
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1655
			uniforms.pointLights.value = _lights.point;
1656 1657
			uniforms.hemisphereLights.value = _lights.hemi;

1658 1659 1660 1661 1662 1663
			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;
1664
			// TODO (abelnation): add area lights shadow info to uniforms
1665

1666 1667
		}

T
tschw 已提交
1668 1669
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1670
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1671

T
tschw 已提交
1672
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1673

M
Mr.doob 已提交
1674
	}
M
Mr.doob 已提交
1675

1676
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1677 1678 1679

		_usedTextureUnits = 0;

1680
		var materialProperties = properties.get( material );
1681

T
tschw 已提交
1682 1683 1684 1685 1686
		if ( _clippingEnabled ) {

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

				var useCache =
1687 1688
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1689 1690 1691 1692

				// 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
1693
				_clipping.setState(
1694 1695
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1696 1697 1698 1699 1700

			}

		}

1701
		if ( material.needsUpdate === false ) {
1702

1703
			if ( materialProperties.program === undefined ) {
1704

1705
				material.needsUpdate = true;
1706

1707
			} else if ( material.fog && materialProperties.fog !== fog ) {
1708

M
Mr.doob 已提交
1709
				material.needsUpdate = true;
1710

1711
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1712

1713
				material.needsUpdate = true;
1714

1715
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1716
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1717
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1718 1719 1720

				material.needsUpdate = true;

1721
			}
1722 1723 1724 1725

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1726

1727
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1728 1729 1730 1731
			material.needsUpdate = false;

		}

1732
		var refreshProgram = false;
M
Mr.doob 已提交
1733
		var refreshMaterial = false;
1734
		var refreshLights = false;
M
Mr.doob 已提交
1735

1736
		var program = materialProperties.program,
1737
			p_uniforms = program.getUniforms(),
1738
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1739

1740
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1741

1742 1743
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1744

1745
			refreshProgram = true;
M
Mr.doob 已提交
1746
			refreshMaterial = true;
1747
			refreshLights = true;
M
Mr.doob 已提交
1748 1749 1750 1751 1752 1753

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1754

M
Mr.doob 已提交
1755 1756 1757 1758
			refreshMaterial = true;

		}

1759
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1760

T
tschw 已提交
1761
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1762

G
gero3 已提交
1763
			if ( capabilities.logarithmicDepthBuffer ) {
1764

T
tschw 已提交
1765
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1766
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1767 1768 1769 1770

			}


1771 1772 1773 1774 1775 1776 1777 1778 1779
			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
1780
				refreshLights = true;		// remains set until update done
1781 1782

			}
M
Mr.doob 已提交
1783

1784 1785 1786
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1787
			if ( material.isShaderMaterial ||
1788 1789 1790
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1791

T
tschw 已提交
1792 1793 1794
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1795

T
tschw 已提交
1796
					uCamPos.setValue( _gl,
1797
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1798 1799 1800 1801 1802

				}

			}

1803
			if ( material.isMeshPhongMaterial ||
1804 1805 1806 1807
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1808
				material.skinning ) {
1809

T
tschw 已提交
1810
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1811 1812 1813

			}

T
tschw 已提交
1814 1815
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1816

M
Mr.doob 已提交
1817 1818 1819 1820 1821 1822
		}

		// 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

1823
		if ( material.skinning ) {
M
Mr.doob 已提交
1824

T
tschw 已提交
1825 1826
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1827

T
tschw 已提交
1828
			var skeleton = object.skeleton;
1829

T
tschw 已提交
1830
			if ( skeleton ) {
1831

1832 1833
				var bones = skeleton.bones;

1834
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1835

1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

T
tschw 已提交
1861
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
1862
					p_uniforms.set( _gl, skeleton, 'boneTextureSize' );
M
Mr.doob 已提交
1863

T
tschw 已提交
1864
				} else {
M
Mr.doob 已提交
1865

T
tschw 已提交
1866
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1867 1868 1869 1870 1871 1872 1873 1874 1875

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1876
			if ( material.lights ) {
M
Mr.doob 已提交
1877

1878
				// the current material requires lighting info
M
Mr.doob 已提交
1879

T
tschw 已提交
1880 1881 1882 1883 1884 1885
				// 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
1886

T
tschw 已提交
1887
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1888

T
tschw 已提交
1889
			}
G
gero3 已提交
1890

T
tschw 已提交
1891
			// refresh uniforms common to several materials
G
gero3 已提交
1892

T
tschw 已提交
1893
			if ( fog && material.fog ) {
G
gero3 已提交
1894

T
tschw 已提交
1895
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1896 1897 1898

			}

1899
			if ( material.isMeshBasicMaterial ||
1900 1901 1902
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1903
				material.isMeshNormalMaterial ||
1904
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1905 1906 1907 1908 1909 1910 1911

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1912
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1913 1914 1915

				refreshUniformsLine( m_uniforms, material );

1916
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1917 1918 1919 1920

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

1921
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1922

M
Mr.doob 已提交
1923
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1924

1925
			} else if ( material.isMeshLambertMaterial ) {
1926 1927 1928

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1929 1930 1931 1932
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1933 1934 1935 1936
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1937
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1938 1939 1940

				refreshUniformsPhysical( m_uniforms, material );

1941
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1942

1943
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1944

1945
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1946

1947 1948 1949 1950 1951 1952 1953 1954
				if ( material.displacementMap ) {

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

				}

1955
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1956

1957
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1958 1959 1960

			}

M
Mr.doob 已提交
1961 1962 1963 1964 1965 1966
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
Rich Harris 已提交
1967
			WebGLUniforms.upload(
1968
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1969 1970 1971

		}

M
Mr.doob 已提交
1972

T
tschw 已提交
1973
		// common matrices
M
Mr.doob 已提交
1974

T
tschw 已提交
1975 1976 1977
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1978

T
tschw 已提交
1979
		return program;
A
arose 已提交
1980 1981 1982

	}

M
Mr.doob 已提交
1983 1984
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1985
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1986 1987 1988

		uniforms.opacity.value = material.opacity;

1989
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1990

1991
		if ( material.emissive ) {
M
Mr.doob 已提交
1992

1993
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1994 1995 1996

		}

1997 1998 1999
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
2000

2001 2002 2003 2004 2005 2006 2007
		if ( material.lightMap ) {

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

		}

2008
		if ( material.aoMap ) {
2009

2010 2011
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2012 2013 2014

		}

M
Mr.doob 已提交
2015
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2016 2017 2018 2019 2020
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2021
		// 6. emissive map
M
Mr.doob 已提交
2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2033 2034 2035 2036
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2037 2038 2039 2040 2041 2042 2043 2044
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2045 2046 2047 2048 2049 2050 2051 2052
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2053 2054 2055 2056
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2057 2058 2059 2060
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2061 2062 2063 2064
		}

		if ( uvScaleMap !== undefined ) {

2065
			// backwards compatibility
2066
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2067 2068 2069 2070 2071

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2072 2073 2074 2075 2076 2077 2078 2079
			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;
2080 2081 2082 2083 2084

		// 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
2085
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2086

2087
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2088 2089
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2090
	}
M
Mr.doob 已提交
2091

M
Mr.doob 已提交
2092
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2093 2094 2095 2096

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

M
Mr.doob 已提交
2097
	}
M
Mr.doob 已提交
2098

M
Mr.doob 已提交
2099
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2100 2101 2102 2103 2104

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

M
Mr.doob 已提交
2105
	}
M
Mr.doob 已提交
2106

M
Mr.doob 已提交
2107
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2108

2109
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2110
		uniforms.opacity.value = material.opacity;
2111
		uniforms.size.value = material.size * _pixelRatio;
2112
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2113 2114 2115

		uniforms.map.value = material.map;

2116 2117 2118 2119 2120 2121 2122 2123 2124
		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
2125
	}
M
Mr.doob 已提交
2126

M
Mr.doob 已提交
2127
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2128 2129 2130

		uniforms.fogColor.value = fog.color;

2131
		if ( fog.isFog ) {
M
Mr.doob 已提交
2132 2133 2134 2135

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

2136
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2137 2138 2139 2140 2141

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2142
	}
M
Mr.doob 已提交
2143

M
Mr.doob 已提交
2144
	function refreshUniformsLambert( uniforms, material ) {
2145 2146 2147 2148 2149 2150 2151 2152 2153

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2154
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2155

2156
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2157
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2158

2159
		if ( material.emissiveMap ) {
2160

2161
			uniforms.emissiveMap.value = material.emissiveMap;
2162

2163
		}
M
Mr.doob 已提交
2164

2165 2166 2167 2168
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2169

2170
		}
M
Mr.doob 已提交
2171

2172 2173 2174 2175 2176 2177
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2178

2179 2180 2181 2182 2183
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2184

2185
		}
2186

T
Takahiro 已提交
2187 2188 2189 2190 2191 2192
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2193
		if ( material.gradientMap ) {
T
Takahiro 已提交
2194

T
Takahiro 已提交
2195
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2196 2197 2198

		}

2199 2200
	}

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

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

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2255
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2256

2257 2258 2259
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2260 2261 2262 2263
		refreshUniformsStandard( uniforms, material );

	}

2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

2290 2291
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2292
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2293

M
Mr.doob 已提交
2294
		uniforms.ambientLightColor.needsUpdate = value;
2295

B
Ben Houston 已提交
2296 2297 2298
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2299
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2300
		uniforms.hemisphereLights.needsUpdate = value;
2301

M
Mr.doob 已提交
2302
	}
2303

T
tschw 已提交
2304
	// Lighting
M
Mr.doob 已提交
2305

M
Mr.doob 已提交
2306
	function setupShadows( lights ) {
2307 2308 2309 2310 2311 2312 2313 2314 2315

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

M
Mr.doob 已提交
2316 2317
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2318 2319 2320 2321 2322 2323 2324 2325 2326

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2327
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2328

M
Mr.doob 已提交
2329
		var l, ll, light, shadow,
2330 2331 2332 2333 2334
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2335

2336
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2337

M
Mr.doob 已提交
2338 2339 2340 2341 2342
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2343 2344 2345 2346 2347 2348 2349 2350 2351

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

			light = lights[ l ];

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

2352
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2353

2354
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2355

2356 2357 2358
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2359

2360
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2361

M
Mr.doob 已提交
2362
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2363

2364
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2365
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2366
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2367 2368 2369
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

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

2372
				if ( light.castShadow ) {
M
Mr.doob 已提交
2373

M
Mr.doob 已提交
2374 2375 2376 2377 2378
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2379

2380 2381
				}

2382
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2383
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2384 2385 2386
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2387

2388
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2389

M
Mr.doob 已提交
2390
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2391 2392 2393

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2394

M
Mr.doob 已提交
2395 2396 2397 2398 2399 2400 2401 2402
				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 );

2403 2404
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2405
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2406

2407
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2408

2409 2410
				if ( light.castShadow ) {

M
Mr.doob 已提交
2411 2412 2413 2414 2415
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2416

2417 2418
				}

2419
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2420
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2421 2422 2423
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2424

2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

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

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

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

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

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

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

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

M
Mr.doob 已提交
2455 2456 2457
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2458

2459
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2460

M
Mr.doob 已提交
2461
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2462

M
Mr.doob 已提交
2463 2464
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2465

M
Mr.doob 已提交
2466 2467
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2468 2469
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2470
				uniforms.shadow = light.castShadow;
2471

M
Mr.doob 已提交
2472
				if ( light.castShadow ) {
2473

M
Mr.doob 已提交
2474 2475 2476 2477 2478
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2479 2480

				}
2481

2482
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2483

2484 2485
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2486
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2487

2488 2489
				}

2490 2491 2492 2493 2494
				// 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
2495 2496 2497
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2498

2499
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2500

M
Mr.doob 已提交
2501
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2502 2503 2504 2505

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2506

M
Mr.doob 已提交
2507 2508
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2509

M
Mr.doob 已提交
2510 2511 2512
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2513 2514 2515 2516 2517

			}

		}

M
Mr.doob 已提交
2518 2519 2520
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2521

M
Mr.doob 已提交
2522 2523
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2524
		_lights.rectArea.length = rectAreaLength;
2525
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2526
		_lights.hemi.length = hemiLength;
2527

2528 2529
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2530

M
Mr.doob 已提交
2531
	}
M
Mr.doob 已提交
2532 2533 2534 2535 2536

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2537
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2538
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2539 2540 2541 2542 2543

	};

	// Textures

T
tschw 已提交
2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559
	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;

	}

2560
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2561

2562
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2563
	this.setTexture2D = ( function () {
T
tschw 已提交
2564

2565
		var warned = false;
T
tschw 已提交
2566

2567
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2568
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2569

T
Takahiro 已提交
2570
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2571

2572
				if ( ! warned ) {
T
tschw 已提交
2573

2574 2575
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2576

2577
				}
T
tschw 已提交
2578

2579
				texture = texture.texture;
T
tschw 已提交
2580

2581
			}
T
tschw 已提交
2582

2583
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2584

2585
		};
T
tschw 已提交
2586

2587
	}() );
T
tschw 已提交
2588

M
Mr.doob 已提交
2589
	this.setTexture = ( function () {
2590 2591 2592

		var warned = false;

W
WestLangley 已提交
2593
		return function setTexture( texture, slot ) {
2594 2595 2596 2597 2598 2599 2600 2601

			if ( ! warned ) {

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

			}

2602
			textures.setTexture2D( texture, slot );
2603 2604 2605 2606 2607

		};

	}() );

M
Mr.doob 已提交
2608
	this.setTextureCube = ( function () {
2609 2610 2611

		var warned = false;

W
WestLangley 已提交
2612
		return function setTextureCube( texture, slot ) {
2613 2614

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2615
			if ( texture && texture.isWebGLRenderTargetCube ) {
2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629

				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
2630
			if ( ( texture && texture.isCubeTexture ) ||
2631
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2632 2633 2634 2635

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2636
				textures.setTextureCube( texture, slot );
2637 2638 2639 2640 2641

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2642
				textures.setTextureCubeDynamic( texture, slot );
2643 2644 2645 2646 2647 2648

			}

		};

	}() );
T
tschw 已提交
2649

M
Mr.doob 已提交
2650
	this.getCurrentRenderTarget = function () {
2651 2652 2653

		return _currentRenderTarget;

M
Michael Herzog 已提交
2654
	};
2655

2656
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2657

2658 2659
		_currentRenderTarget = renderTarget;

2660
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2661

2662
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2663 2664 2665

		}

T
Takahiro 已提交
2666
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2667
		var framebuffer;
M
Mr.doob 已提交
2668 2669 2670

		if ( renderTarget ) {

2671
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2672

M
Mr.doob 已提交
2673 2674
			if ( isCube ) {

2675
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2676 2677 2678

			} else {

2679
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2680 2681 2682

			}

2683 2684
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2685

2686
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2687 2688 2689 2690 2691

		} else {

			framebuffer = null;

2692
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2693
			_currentScissorTest = _scissorTest;
2694

2695
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2696 2697 2698

		}

M
Mr.doob 已提交
2699
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2700 2701 2702 2703 2704 2705

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

		}

2706 2707
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2708

2709
		state.viewport( _currentViewport );
2710

M
Mr.doob 已提交
2711 2712 2713
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2714
			_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
2715 2716 2717

		}

M
Mr.doob 已提交
2718 2719
	};

M
Mr.doob 已提交
2720
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2721

T
Takahiro 已提交
2722
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2723

2724
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2725
			return;
2726

G
gero3 已提交
2727
		}
2728

M
Mr.doob 已提交
2729
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2730

M
Mr.doob 已提交
2731
		if ( framebuffer ) {
2732

G
gero3 已提交
2733
			var restore = false;
2734

M
Mr.doob 已提交
2735
			if ( framebuffer !== _currentFramebuffer ) {
2736

M
Mr.doob 已提交
2737
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2738

G
gero3 已提交
2739
				restore = true;
2740

G
gero3 已提交
2741
			}
2742

M
Mr.doob 已提交
2743
			try {
2744

M
Mr.doob 已提交
2745
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2746 2747
				var textureFormat = texture.format;
				var textureType = texture.type;
2748

M
Mr.doob 已提交
2749
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2750

M
Mr.doob 已提交
2751 2752
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2753

M
Mr.doob 已提交
2754
				}
2755

M
Mr.doob 已提交
2756
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2757 2758
					! ( 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' ) ) ) {
2759

M
Mr.doob 已提交
2760 2761
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2762

M
Mr.doob 已提交
2763
				}
2764

M
Mr.doob 已提交
2765
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2766

2767 2768
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2769
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2770

M
Mr.doob 已提交
2771
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2772 2773

					}
2774

M
Mr.doob 已提交
2775
				} else {
M
Mr.doob 已提交
2776

M
Mr.doob 已提交
2777 2778 2779
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2780

M
Mr.doob 已提交
2781
			} finally {
M
Mr.doob 已提交
2782

M
Mr.doob 已提交
2783 2784 2785
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2786

M
Mr.doob 已提交
2787 2788 2789
				}

			}
M
Mr.doob 已提交
2790 2791 2792

		}

M
Mr.doob 已提交
2793 2794
	};

M
Mr.doob 已提交
2795 2796
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2797
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2798

2799 2800
		var extension;

R
Rich Harris 已提交
2801 2802 2803
		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
2804

R
Rich Harris 已提交
2805 2806 2807
		if ( p === NearestFilter ) return _gl.NEAREST;
		if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
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		if ( p === LinearFilter ) return _gl.LINEAR;
		if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
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		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
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		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
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2825
		if ( p === HalfFloatType ) {
2826

2827
			extension = extensions.get( 'OES_texture_half_float' );
2828

2829
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2830 2831 2832

		}

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		if ( p === AlphaFormat ) return _gl.ALPHA;
		if ( p === RGBFormat ) return _gl.RGB;
		if ( p === RGBAFormat ) return _gl.RGBA;
		if ( p === LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
		if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
2839
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
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		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
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		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
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		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
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2858 2859
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
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2861
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2862

2863 2864 2865 2866 2867 2868 2869 2870
			if ( extension !== null ) {

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

			}
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		}

2874
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2875
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2876

2877
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2879 2880 2881 2882 2883 2884 2885 2886
			if ( extension !== null ) {

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

			}
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		}

2890
		if ( p === RGB_ETC1_Format ) {
2891

2892
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2893

2894
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2895 2896 2897

		}

2898 2899 2900
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2901

2902
			if ( extension !== null ) {
2903

2904 2905 2906 2907
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2908 2909 2910

		}

2911
		if ( p === UnsignedInt248Type ) {
2912

2913
			extension = extensions.get( 'WEBGL_depth_texture' );
2914

2915
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2916 2917 2918

		}

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		return 0;

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	}
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}
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2926
export { WebGLRenderer };