WebGLRenderer.js 62.5 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, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
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import { WebGLFlareRenderer } from './webgl/WebGLFlareRenderer';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer';
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import { WebGLShadowMap } from './webgl/WebGLShadowMap';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLBackground } from './webgl/WebGLBackground';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
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import { WebVRManager } from './webvr/WebVRManager';
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import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';

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

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

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

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	var spritesArray = [];
	var flaresArray = [];
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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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	var extensions, capabilities, state;
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	var properties, textures, attributes, geometries, objects, lights;
	var programCache, renderLists;
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	var background, bufferRenderer, indexedBufferRenderer;
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	var flareRenderer, spriteRenderer;
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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
		extensions.get( 'ANGLE_instanced_arrays' );
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		if ( extensions.get( 'OES_element_index_uint' ) ) {
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			BufferGeometry.MaxIndex = 4294967296;
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		}
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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, paramThreeToGL );
		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		properties = new WebGLProperties();
		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, _infoMemory );
		attributes = new WebGLAttributes( _gl );
		geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
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		objects = new WebGLObjects( geometries, _infoRender );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		lights = new WebGLLights();
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		renderLists = new WebGLRenderLists();
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		background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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		flareRenderer = new WebGLFlareRenderer( _this, _gl, state, textures, capabilities );
		spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
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		_this.info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;

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	}

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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	this.forceContextRestore = function () {

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

	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		var device = vr.getDevice();

		if ( device && device.isPresenting ) {

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

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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	this.setScissor = function ( x, y, width, height ) {
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		_scissor.set( x, _height - y - height, width, height );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
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	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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	this.getClearColor = background.getClearColor;
	this.setClearColor = background.setClearColor;
	this.getClearAlpha = background.getClearAlpha;
	this.setClearAlpha = background.setClearAlpha;
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	this.clear = function ( color, depth, stencil ) {

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	//
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	this.dispose = function () {
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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
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		renderLists.dispose();

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		vr.dispose();
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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

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		_isContextLost = true;

	}

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

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
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		var programAttributes = program.getAttributes();
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		if ( object.hasPositions ) {

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

		if ( object.hasNormals ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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			if ( ! material.isMeshPhongMaterial &&
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				! material.isMeshStandardMaterial &&
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				! material.isMeshNormalMaterial &&
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				material.flatShading === true ) {
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				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
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					var array = object.normalArray;
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					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
605

606 607 608
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
609

610 611 612
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
613

614 615 616
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
617 618 619 620 621 622

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
623

624
			state.enableAttribute( programAttributes.normal );
625

626
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
627 628 629 630 631

		}

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

632
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
633
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
634

635
			state.enableAttribute( programAttributes.uv );
636

637
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
638 639 640

		}

R
Rich Harris 已提交
641
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
642

643
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
644
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
645

646
			state.enableAttribute( programAttributes.color );
647

648
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
649 650 651

		}

652
		state.disableUnusedAttributes();
653

M
Mr.doob 已提交
654 655 656 657 658 659
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

660 661
	var influencesList = {};

M
Mr.doob 已提交
662 663
	function absNumericalSort( a, b ) {

664
		return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
M
Mr.doob 已提交
665 666 667

	}

668
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
669

670
		state.setMaterial( material );
M
Mr.doob 已提交
671

M
Mr.doob 已提交
672
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
673
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
674

M
Mr.doob 已提交
675
		var updateBuffers = false;
M
Mr.doob 已提交
676 677 678 679 680 681 682 683 684 685

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

686
		var objectInfluences = object.morphTargetInfluences;
M
Mr.doob 已提交
687

688
		if ( objectInfluences !== undefined ) {
M
Mr.doob 已提交
689

690 691
			var length = objectInfluences.length;

692
			var influences = influencesList[ geometry.id ];
M
Mr.doob 已提交
693

694
			if ( influences === undefined ) {
M
Mr.doob 已提交
695

696 697 698 699 700 701 702 703 704 705 706
				// initialise list

				influences = [];

				for ( var i = 0; i < length; i ++ ) {

					influences[ i ] = [ i, 0 ];

				}

				influencesList[ geometry.id ] = influences;
M
Mr.doob 已提交
707 708 709

			}

710 711 712 713 714 715
			var morphTargets = material.morphTargets && geometry.morphAttributes.position;
			var morphNormals = material.morphNormals && geometry.morphAttributes.normal;

			// Remove current morphAttributes

			for ( var i = 0; i < length; i ++ ) {
716 717

				var influence = influences[ i ];
M
Mr.doob 已提交
718

719
				if ( influence[ 1 ] !== 0 ) {
M
Mr.doob 已提交
720

721 722
					if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
					if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
723 724 725

				}

726 727 728 729 730 731 732 733
			}

			// Collect influences

			for ( var i = 0; i < length; i ++ ) {

				var influence = influences[ i ];

734 735
				influence[ 0 ] = i;
				influence[ 1 ] = objectInfluences[ i ];
M
Mr.doob 已提交
736 737 738

			}

739 740
			influences.sort( absNumericalSort );

741
			// Add morphAttributes
M
Mr.doob 已提交
742

743
			for ( var i = 0; i < 8; i ++ ) {
M
Mr.doob 已提交
744

745
				var influence = influences[ i ];
M
Mr.doob 已提交
746

747
				if ( influence ) {
M
Mr.doob 已提交
748

749 750
					var index = influence[ 0 ];
					var value = influence[ 1 ];
M
Mr.doob 已提交
751

752
					if ( value ) {
M
Mr.doob 已提交
753

754 755
						if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
						if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
M
Mr.doob 已提交
756

757 758
						morphInfluences[ i ] = value;
						continue;
759

760
					}
M
Mr.doob 已提交
761

762
				}
763

764
				morphInfluences[ i ] = 0;
765 766 767

			}

M
Mr.doob 已提交
768
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
769 770 771 772 773

			updateBuffers = true;

		}

774 775
		//

776
		var index = geometry.index;
777
		var position = geometry.attributes.position;
778
		var rangeFactor = 1;
779

780 781
		if ( material.wireframe === true ) {

782
			index = geometries.getWireframeAttribute( geometry );
783
			rangeFactor = 2;
784 785 786

		}

M
Mr.doob 已提交
787
		var attribute;
M
Mr.doob 已提交
788
		var renderer = bufferRenderer;
789

790
		if ( index !== null ) {
791

M
Mr.doob 已提交
792
			attribute = attributes.get( index );
793

794
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
795
			renderer.setIndex( attribute );
796

797
		}
M
Mr.doob 已提交
798

799
		if ( updateBuffers ) {
M
Mr.doob 已提交
800

801
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
802

803
			if ( index !== null ) {
804

M
Mr.doob 已提交
805
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
806 807 808

			}

809
		}
810

811 812
		//

813
		var dataCount = 0;
814

M
Mr.doob 已提交
815
		if ( index !== null ) {
816

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

M
Mr.doob 已提交
819
		} else if ( position !== undefined ) {
820

M
Mr.doob 已提交
821
			dataCount = position.count;
822

M
Mr.doob 已提交
823
		}
824

M
Mr.doob 已提交
825 826
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
827

M
Mr.doob 已提交
828 829
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
830

M
Mr.doob 已提交
831 832
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
833 834 835

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

836 837
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
838
		//
839

840
		if ( object.isMesh ) {
841

842
			if ( material.wireframe === true ) {
843

844
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
845
				renderer.setMode( _gl.LINES );
846

847
			} else {
M
Mr.doob 已提交
848 849

				switch ( object.drawMode ) {
850

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

R
Rich Harris 已提交
855
					case TriangleStripDrawMode:
B
Ben Adams 已提交
856 857 858
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
859
					case TriangleFanDrawMode:
B
Ben Adams 已提交
860 861 862 863
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
864

865
			}
866

867

868
		} else if ( object.isLine ) {
869

870
			var lineWidth = material.linewidth;
871

872
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
873

874
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
875

876
			if ( object.isLineSegments ) {
877

878
				renderer.setMode( _gl.LINES );
879

880 881 882 883
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

884
			} else {
885

886
				renderer.setMode( _gl.LINE_STRIP );
887 888

			}
M
Mr.doob 已提交
889

890
		} else if ( object.isPoints ) {
891 892

			renderer.setMode( _gl.POINTS );
893 894

		}
895

T
Takahiro 已提交
896
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
897 898 899

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
900
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
901

J
jfranc 已提交
902
			}
903 904 905

		} else {

M
Mr.doob 已提交
906
			renderer.render( drawStart, drawCount );
907

M
Mr.doob 已提交
908 909 910 911
		}

	};

912
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
913

T
Takahiro 已提交
914
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
915

916
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
917

918
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
919
				return;
B
Ben Adams 已提交
920

M
Mr.doob 已提交
921 922 923
			}

		}
B
Ben Adams 已提交
924

925 926
		if ( startIndex === undefined ) startIndex = 0;

927 928
		state.initAttributes();

929
		var geometryAttributes = geometry.attributes;
930

931
		var programAttributes = program.getAttributes();
932

933
		var materialDefaultAttributeValues = material.defaultAttributeValues;
934

935
		for ( var name in programAttributes ) {
936

937
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
938

M
Mr.doob 已提交
939
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
940

941
				var geometryAttribute = geometryAttributes[ name ];
942

M
Mr.doob 已提交
943
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
944

945
					var normalized = geometryAttribute.normalized;
946
					var size = geometryAttribute.itemSize;
947

M
Mr.doob 已提交
948
					var attribute = attributes.get( geometryAttribute );
949

950 951 952 953
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
954 955 956
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
957

A
aardgoose 已提交
958
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
959

M
Mr.doob 已提交
960 961 962 963
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
964
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
965

966
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
967

M
Mr.doob 已提交
968
							if ( geometry.maxInstancedCount === undefined ) {
969

D
dubejf 已提交
970
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
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
						} else {
B
Ben Adams 已提交
975

M
Mr.doob 已提交
976
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
977

M
Mr.doob 已提交
978
						}
B
Ben Adams 已提交
979

M
Mr.doob 已提交
980
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
981
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
982

M
Mr.doob 已提交
983
					} else {
B
Ben Adams 已提交
984

A
aardgoose 已提交
985
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
986

987
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
988

M
Mr.doob 已提交
989
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
990

D
dubejf 已提交
991
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
992

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

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

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
999
						}
B
Ben Adams 已提交
1000

M
Mr.doob 已提交
1001
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1002
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
1003

B
Ben Adams 已提交
1004
					}
M
Mr.doob 已提交
1005

1006 1007
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1008
					var value = materialDefaultAttributeValues[ name ];
1009

1010
					if ( value !== undefined ) {
M
Mr.doob 已提交
1011

1012
						switch ( value.length ) {
M
Mr.doob 已提交
1013

1014 1015 1016
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1017

1018 1019 1020
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1021

1022 1023 1024
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1025

1026 1027
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1028 1029

						}
M
Mr.doob 已提交
1030 1031 1032 1033 1034 1035 1036 1037

					}

				}

			}

		}
1038

1039
		state.disableUnusedAttributes();
1040

M
Mr.doob 已提交
1041 1042
	}

M
Mr.doob 已提交
1043
	// Compile
M
Mr.doob 已提交
1044

M
Mr.doob 已提交
1045
	this.compile = function ( scene, camera ) {
1046

1047 1048
		lightsArray.length = 0;
		shadowsArray.length = 0;
1049

M
Mr.doob 已提交
1050
		scene.traverse( function ( object ) {
G
gero3 已提交
1051 1052

			if ( object.isLight ) {
M
Mr.doob 已提交
1053

1054 1055 1056 1057 1058 1059 1060
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
1061

G
gero3 已提交
1062
			}
M
Mr.doob 已提交
1063 1064 1065

		} );

1066
		lights.setup( lightsArray, shadowsArray, camera );
M
Mr.doob 已提交
1067 1068 1069 1070 1071

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1072
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1073

G
gero3 已提交
1074
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1075 1076 1077

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

G
gero3 已提交
1078
					}
M
Mr.doob 已提交
1079

G
gero3 已提交
1080
				} else {
M
Mr.doob 已提交
1081 1082 1083

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

G
gero3 已提交
1084
				}
M
Mr.doob 已提交
1085

G
gero3 已提交
1086
			}
M
Mr.doob 已提交
1087 1088

		} );
G
gero3 已提交
1089 1090

	};
1091

M
Mr.doob 已提交
1092 1093
	// Rendering

1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107
	this.animate = function ( callback ) {

		function onFrame() {

			callback();

			( vr.getDevice() || window ).requestAnimationFrame( onFrame );

		}

		( vr.getDevice() || window ).requestAnimationFrame( onFrame );

	};

M
Mr.doob 已提交
1108
	this.render = function ( scene, camera, renderTarget, forceClear ) {
1109

0
06wj 已提交
1110
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1111

1112
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1113 1114 1115 1116
			return;

		}

1117 1118
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1119 1120
		// reset caching for this frame

1121
		_currentGeometryProgram = '';
1122
		_currentMaterialId = - 1;
1123
		_currentCamera = null;
M
Mr.doob 已提交
1124 1125 1126

		// update scene graph

1127
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1128 1129 1130

		// update camera matrices and frustum

1131
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1132

1133 1134 1135 1136 1137 1138
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1139 1140 1141
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

1142 1143 1144
		lightsArray.length = 0;
		shadowsArray.length = 0;

1145 1146
		spritesArray.length = 0;
		flaresArray.length = 0;
M
Mr.doob 已提交
1147

T
tschw 已提交
1148
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1149
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1150

1151 1152 1153
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1154
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1155

M
Mr.doob 已提交
1156
		if ( _this.sortObjects === true ) {
1157

1158
			currentRenderList.sort();
M
Mr.doob 已提交
1159

1160 1161
		}

M
Mr.doob 已提交
1162
		//
M
Mr.doob 已提交
1163

T
tschw 已提交
1164
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1165

1166
		shadowMap.render( shadowsArray, scene, camera );
M
Mr.doob 已提交
1167

1168
		lights.setup( lightsArray, shadowsArray, camera );
1169

T
tschw 已提交
1170
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1171

M
Mr.doob 已提交
1172 1173
		//

M
Mr.doob 已提交
1174
		_infoRender.frame ++;
1175 1176 1177 1178
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1179

1180 1181 1182 1183 1184 1185
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1186 1187
		this.setRenderTarget( renderTarget );

M
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1188 1189
		//

1190
		background.render( scene, camera, forceClear );
M
Mr.doob 已提交
1191

1192
		// render scene
M
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1193

1194 1195
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
M
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1196

1197
		if ( scene.overrideMaterial ) {
M
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1198

1199
			var overrideMaterial = scene.overrideMaterial;
1200

1201 1202
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
Mr.doob 已提交
1203

1204
		} else {
M
Mr.doob 已提交
1205

1206
			// opaque pass (front-to-back order)
M
Mr.doob 已提交
1207

1208
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1209

1210
			// transparent pass (back-to-front order)
1211

1212
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1213 1214 1215

		}

1216
		// custom renderers
M
Mr.doob 已提交
1217

1218 1219
		spriteRenderer.render( spritesArray, scene, camera );
		flareRenderer.render( flaresArray, scene, camera, _currentViewport );
M
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1220 1221 1222

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

M
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1223 1224
		if ( renderTarget ) {

1225
			textures.updateRenderTargetMipmap( renderTarget );
M
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1226 1227 1228

		}

1229
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1230

1231 1232 1233
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1234

M
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1235 1236 1237 1238 1239
		if ( vr.enabled ) {

			vr.submitFrame();

		}
M
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1240

M
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1241 1242 1243
		// _gl.finish();

	};
M
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1244

1245
	/*
M
Mr.doob 已提交
1246 1247
	// TODO Duplicated code (Frustum)

1248 1249
	var _sphere = new Sphere();

T
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1250 1251 1252 1253 1254 1255 1256
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1257
		_sphere.copy( geometry.boundingSphere ).
1258
		applyMatrix4( object.matrixWorld );
M
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1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274

		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
1275 1276

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1277 1278 1279 1280

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292

		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
1293
		} while ( ++ i !== numPlanes );
T
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1294 1295 1296 1297

		return true;

	}
1298
	*/
T
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1299

M
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1300
	function projectObject( object, camera, sortObjects ) {
M
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1301

M
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1302
		if ( ! object.visible ) return;
M
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1303

1304
		var visible = object.layers.test( camera.layers );
M
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1305

1306
		if ( visible ) {
1307

1308
			if ( object.isLight ) {
M
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1309

1310 1311 1312 1313 1314 1315 1316
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
1317

1318
			} else if ( object.isSprite ) {
M
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1319

1320
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1321

1322
					spritesArray.push( object );
M
Mr.doob 已提交
1323

1324
				}
M
Mr.doob 已提交
1325

1326
			} else if ( object.isLensFlare ) {
M
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1327

1328
				flaresArray.push( object );
M
Mr.doob 已提交
1329

1330
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1331

1332
				if ( sortObjects ) {
M
Mr.doob 已提交
1333

1334 1335
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1336

1337
				}
M
Mr.doob 已提交
1338

1339
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1340

1341
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1342

1343
				if ( object.isSkinnedMesh ) {
1344

1345
					object.skeleton.update();
1346

1347
				}
1348

1349
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1350

1351 1352 1353 1354 1355 1356
					if ( sortObjects ) {

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

					}
1357

1358 1359
					var geometry = objects.update( object );
					var material = object.material;
1360

1361
					if ( Array.isArray( material ) ) {
1362

1363
						var groups = geometry.groups;
1364

1365
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1366

1367 1368
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1369

1370
							if ( groupMaterial && groupMaterial.visible ) {
1371

1372 1373 1374
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1375

M
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1376
						}
M
Mr.doob 已提交
1377

1378
					} else if ( material.visible ) {
1379

1380
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1381

1382
					}
M
Mr.doob 已提交
1383

1384
				}
M
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1385

1386
			}
M
Mr.doob 已提交
1387

M
Mr.doob 已提交
1388
		}
M
Mr.doob 已提交
1389

M
Mr.doob 已提交
1390
		var children = object.children;
M
Mr.doob 已提交
1391

M
Mr.doob 已提交
1392 1393
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1394
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1395

1396
		}
1397

1398
	}
M
Mr.doob 已提交
1399

1400
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1401

1402
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1403

1404
			var renderItem = renderList[ i ];
1405

1406 1407 1408 1409
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1410

1411
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1412

1413 1414
				_currentArrayCamera = camera;

1415
				var cameras = camera.cameras;
1416

1417
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1418

1419
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1420

1421
					if ( object.layers.test( camera2.layers ) ) {
1422

1423
						var bounds = camera2.bounds;
M
Mr.doob 已提交
1424

1425 1426 1427 1428 1429
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;

1430 1431
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
						state.scissor( _currentScissor.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1432
						state.setScissorTest( true );
1433 1434 1435 1436

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

					}
M
Mr.doob 已提交
1437

1438
				}
1439

1440
			} else {
M
Mr.doob 已提交
1441

1442 1443
				_currentArrayCamera = null;

1444
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1445

1446
			}
M
Mr.doob 已提交
1447

1448
		}
M
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1449

1450
	}
G
gero3 已提交
1451

M
Mr.doob 已提交
1452 1453
	function renderObject( object, scene, camera, geometry, material, group ) {

1454 1455
		object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

M
Mr.doob 已提交
1475 1476
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1477 1478
	}

1479
	function initMaterial( material, fog, object ) {
M
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1480

1481
		var materialProperties = properties.get( material );
G
gero3 已提交
1482

T
tschw 已提交
1483
		var parameters = programCache.getParameters(
1484
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1485

G
gero3 已提交
1486
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1487

1488
		var program = materialProperties.program;
T
tschw 已提交
1489
		var programChange = true;
1490

1491
		if ( program === undefined ) {
B
Ben Adams 已提交
1492

M
Mr.doob 已提交
1493 1494
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1495

1496
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1497

M
Mr.doob 已提交
1498
			// changed glsl or parameters
1499
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1500

G
gero3 已提交
1501
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1502

T
tschw 已提交
1503
			// same glsl and uniform list
T
tschw 已提交
1504 1505
			return;

T
tschw 已提交
1506
		} else {
B
Ben Adams 已提交
1507

T
tschw 已提交
1508 1509
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1510 1511 1512

		}

1513
		if ( programChange ) {
B
Ben Adams 已提交
1514

1515
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1516

R
Rich Harris 已提交
1517
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1518

1519
				materialProperties.shader = {
1520
					name: material.type,
1521
					uniforms: UniformsUtils.clone( shader.uniforms ),
1522 1523 1524
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1525

1526
			} else {
B
Ben Adams 已提交
1527

1528
				materialProperties.shader = {
1529 1530 1531 1532 1533
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1534

1535
			}
G
gero3 已提交
1536

1537
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1538

1539
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1540

1541 1542
			materialProperties.program = program;
			material.program = program;
1543 1544 1545

		}

1546
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1547 1548 1549 1550 1551

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1552
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1553

1554
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1568
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1569

1570
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1571 1572 1573 1574 1575 1576 1577 1578 1579

					material.numSupportedMorphNormals ++;

				}

			}

		}

1580
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1581

1582
		if ( ! material.isShaderMaterial &&
1583 1584
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1585

T
tschw 已提交
1586
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1587
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1588
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1589 1590 1591

		}

1592
		materialProperties.fog = fog;
1593

1594
		// store the light setup it was created for
1595

1596
		materialProperties.lightsHash = lights.state.hash;
1597

M
Mr.doob 已提交
1598
		if ( material.lights ) {
1599 1600 1601

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

1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1615
			// TODO (abelnation): add area lights shadow info to uniforms
1616

1617 1618
		}

T
tschw 已提交
1619 1620
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1621
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1622

T
tschw 已提交
1623
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1624

M
Mr.doob 已提交
1625
	}
M
Mr.doob 已提交
1626

1627
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1628 1629 1630

		_usedTextureUnits = 0;

1631
		var materialProperties = properties.get( material );
1632

T
tschw 已提交
1633 1634 1635 1636 1637
		if ( _clippingEnabled ) {

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

				var useCache =
1638 1639
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1640 1641 1642 1643

				// 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
1644
				_clipping.setState(
1645 1646
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1647 1648 1649 1650 1651

			}

		}

1652
		if ( material.needsUpdate === false ) {
1653

1654
			if ( materialProperties.program === undefined ) {
1655

1656
				material.needsUpdate = true;
1657

1658
			} else if ( material.fog && materialProperties.fog !== fog ) {
1659

M
Mr.doob 已提交
1660
				material.needsUpdate = true;
1661

1662
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1663

1664
				material.needsUpdate = true;
1665

1666
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1667
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1668
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1669 1670 1671

				material.needsUpdate = true;

1672
			}
1673 1674 1675 1676

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1677

1678
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1679 1680 1681 1682
			material.needsUpdate = false;

		}

1683
		var refreshProgram = false;
M
Mr.doob 已提交
1684
		var refreshMaterial = false;
1685
		var refreshLights = false;
M
Mr.doob 已提交
1686

1687
		var program = materialProperties.program,
1688
			p_uniforms = program.getUniforms(),
1689
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1690

1691
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1692

1693
			refreshProgram = true;
M
Mr.doob 已提交
1694
			refreshMaterial = true;
1695
			refreshLights = true;
M
Mr.doob 已提交
1696 1697 1698 1699 1700 1701

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1702

M
Mr.doob 已提交
1703 1704 1705 1706
			refreshMaterial = true;

		}

1707
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1708

M
Mr.doob 已提交
1709
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1710

G
gero3 已提交
1711
			if ( capabilities.logarithmicDepthBuffer ) {
1712

T
tschw 已提交
1713
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1714
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1715 1716 1717

			}

1718
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1719

1720
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1721

1722
				_currentCamera = ( _currentArrayCamera || camera );
1723 1724 1725 1726 1727 1728

				// 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
1729
				refreshLights = true;		// remains set until update done
1730 1731

			}
M
Mr.doob 已提交
1732

1733 1734 1735
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1736
			if ( material.isShaderMaterial ||
1737 1738 1739
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1740

T
tschw 已提交
1741 1742 1743
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1744

T
tschw 已提交
1745
					uCamPos.setValue( _gl,
1746
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1747 1748 1749 1750 1751

				}

			}

1752
			if ( material.isMeshPhongMaterial ||
1753 1754 1755 1756
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1757
				material.skinning ) {
1758

T
tschw 已提交
1759
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1760 1761 1762

			}

M
Mr.doob 已提交
1763 1764 1765 1766 1767 1768
		}

		// 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

1769
		if ( material.skinning ) {
M
Mr.doob 已提交
1770

T
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1771 1772
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1773

T
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1774
			var skeleton = object.skeleton;
1775

T
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1776
			if ( skeleton ) {
1777

1778 1779
				var bones = skeleton.bones;

1780
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1781

1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806
					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;

					}

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1807 1808
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1809

T
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1810
				} else {
M
Mr.doob 已提交
1811

T
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1812
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1813 1814 1815 1816 1817 1818 1819 1820 1821

				}

			}

		}

		if ( refreshMaterial ) {

1822 1823 1824
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1825
			if ( material.lights ) {
M
Mr.doob 已提交
1826

1827
				// the current material requires lighting info
M
Mr.doob 已提交
1828

T
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1829 1830 1831 1832 1833 1834
				// 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
1835

T
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1836
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1837

T
tschw 已提交
1838
			}
G
gero3 已提交
1839

T
tschw 已提交
1840
			// refresh uniforms common to several materials
G
gero3 已提交
1841

T
tschw 已提交
1842
			if ( fog && material.fog ) {
G
gero3 已提交
1843

T
tschw 已提交
1844
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1845 1846 1847

			}

1848
			if ( material.isMeshBasicMaterial ||
1849 1850 1851
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1852
				material.isMeshNormalMaterial ||
W
WestLangley 已提交
1853 1854
				material.isMeshDepthMaterial ||
				material.isMeshDistanceMaterial ) {
M
Mr.doob 已提交
1855 1856 1857 1858 1859 1860 1861

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1862
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1863 1864 1865

				refreshUniformsLine( m_uniforms, material );

1866
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1867 1868 1869 1870

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

1871
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1872

M
Mr.doob 已提交
1873
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1874

1875
			} else if ( material.isMeshLambertMaterial ) {
1876 1877 1878

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1879 1880 1881 1882
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1883 1884 1885 1886
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1887
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1888 1889 1890

				refreshUniformsPhysical( m_uniforms, material );

1891
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1892

1893
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1894

1895
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1896

W
WestLangley 已提交
1897
				refreshUniformsDepth( m_uniforms, material );
1898

W
WestLangley 已提交
1899
			} else if ( material.isMeshDistanceMaterial ) {
1900

W
WestLangley 已提交
1901
				refreshUniformsDistance( m_uniforms, material );
1902

1903
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1904

1905
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1906 1907 1908

			}

M
Mr.doob 已提交
1909 1910 1911 1912 1913 1914
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
Rich Harris 已提交
1915
			WebGLUniforms.upload(
1916
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1917 1918 1919

		}

M
Mr.doob 已提交
1920

T
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1921
		// common matrices
M
Mr.doob 已提交
1922

M
Mr.doob 已提交
1923 1924
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1925
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1926

T
tschw 已提交
1927
		return program;
A
arose 已提交
1928 1929 1930

	}

M
Mr.doob 已提交
1931 1932
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1933
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1934 1935 1936

		uniforms.opacity.value = material.opacity;

1937
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1938

1939
		if ( material.emissive ) {
M
Mr.doob 已提交
1940

1941
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1942 1943 1944

		}

1945 1946 1947
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1948

1949 1950 1951 1952 1953 1954 1955
		if ( material.lightMap ) {

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

		}

1956
		if ( material.aoMap ) {
1957

1958 1959
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1960 1961 1962

		}

M
Mr.doob 已提交
1963
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1964 1965 1966 1967 1968
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1969
		// 6. emissive map
M
Mr.doob 已提交
1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1981 1982 1983 1984
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1985 1986 1987 1988 1989 1990 1991 1992
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1993 1994 1995 1996 1997 1998 1999 2000
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2001 2002 2003 2004
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2005 2006 2007 2008
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2009 2010 2011 2012
		}

		if ( uvScaleMap !== undefined ) {

2013
			// backwards compatibility
2014
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2015 2016 2017 2018 2019

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2020 2021 2022 2023 2024 2025 2026 2027
			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;
2028 2029 2030 2031 2032

		// 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
2033
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2034

2035
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2036 2037
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2038
	}
M
Mr.doob 已提交
2039

M
Mr.doob 已提交
2040
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2041 2042 2043 2044

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

M
Mr.doob 已提交
2045
	}
M
Mr.doob 已提交
2046

M
Mr.doob 已提交
2047
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2048 2049 2050 2051 2052

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

M
Mr.doob 已提交
2053
	}
M
Mr.doob 已提交
2054

M
Mr.doob 已提交
2055
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2056

2057
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2058
		uniforms.opacity.value = material.opacity;
2059
		uniforms.size.value = material.size * _pixelRatio;
2060
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2061 2062 2063

		uniforms.map.value = material.map;

2064 2065 2066 2067 2068 2069 2070 2071 2072
		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
2073
	}
M
Mr.doob 已提交
2074

M
Mr.doob 已提交
2075
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2076 2077 2078

		uniforms.fogColor.value = fog.color;

2079
		if ( fog.isFog ) {
M
Mr.doob 已提交
2080 2081 2082 2083

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

2084
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2085 2086 2087 2088 2089

			uniforms.fogDensity.value = fog.density;

		}

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

M
Mr.doob 已提交
2092
	function refreshUniformsLambert( uniforms, material ) {
2093 2094 2095 2096 2097 2098 2099 2100 2101

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2102
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2103

2104
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2105
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2106

2107
		if ( material.emissiveMap ) {
2108

2109
			uniforms.emissiveMap.value = material.emissiveMap;
2110

2111
		}
M
Mr.doob 已提交
2112

2113 2114 2115 2116
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2117

2118
		}
M
Mr.doob 已提交
2119

2120 2121 2122 2123 2124 2125
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2126

2127 2128 2129 2130 2131
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2132

2133
		}
2134

T
Takahiro 已提交
2135 2136 2137 2138 2139 2140
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2141
		if ( material.gradientMap ) {
T
Takahiro 已提交
2142

T
Takahiro 已提交
2143
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2144 2145 2146

		}

2147 2148
	}

M
Mr.doob 已提交
2149
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202

		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
2203
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2204

2205 2206 2207
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2208 2209 2210 2211
		refreshUniformsStandard( uniforms, material );

	}

W
WestLangley 已提交
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
	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

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

	}

2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265
	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;

		}

	}

2266 2267
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2268
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2269

M
Mr.doob 已提交
2270
		uniforms.ambientLightColor.needsUpdate = value;
2271

B
Ben Houston 已提交
2272 2273 2274
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2275
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2276
		uniforms.hemisphereLights.needsUpdate = value;
2277

M
Mr.doob 已提交
2278
	}
2279

M
Mr.doob 已提交
2280 2281 2282 2283
	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2284
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2285
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2286 2287 2288 2289 2290

	};

	// Textures

T
tschw 已提交
2291 2292 2293 2294 2295 2296
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2297
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2298 2299 2300 2301 2302 2303 2304 2305 2306

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2307
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2308

2309
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2310
	this.setTexture2D = ( function () {
T
tschw 已提交
2311

2312
		var warned = false;
T
tschw 已提交
2313

2314
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2315
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2316

T
Takahiro 已提交
2317
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2318

2319
				if ( ! warned ) {
T
tschw 已提交
2320

2321 2322
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2323

2324
				}
T
tschw 已提交
2325

2326
				texture = texture.texture;
T
tschw 已提交
2327

2328
			}
T
tschw 已提交
2329

2330
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2331

2332
		};
T
tschw 已提交
2333

2334
	}() );
T
tschw 已提交
2335

M
Mr.doob 已提交
2336
	this.setTexture = ( function () {
2337 2338 2339

		var warned = false;

W
WestLangley 已提交
2340
		return function setTexture( texture, slot ) {
2341 2342 2343 2344 2345 2346 2347 2348

			if ( ! warned ) {

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

			}

2349
			textures.setTexture2D( texture, slot );
2350 2351 2352 2353 2354

		};

	}() );

M
Mr.doob 已提交
2355
	this.setTextureCube = ( function () {
2356 2357 2358

		var warned = false;

W
WestLangley 已提交
2359
		return function setTextureCube( texture, slot ) {
2360 2361

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2362
			if ( texture && texture.isWebGLRenderTargetCube ) {
2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376

				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
2377
			if ( ( texture && texture.isCubeTexture ) ||
2378
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2379 2380 2381 2382

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2383
				textures.setTextureCube( texture, slot );
2384 2385 2386 2387 2388

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2389
				textures.setTextureCubeDynamic( texture, slot );
2390 2391 2392 2393 2394 2395

			}

		};

	}() );
T
tschw 已提交
2396

2397
	this.getRenderTarget = function () {
2398 2399 2400

		return _currentRenderTarget;

M
Michael Herzog 已提交
2401
	};
2402

2403
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2404

2405 2406
		_currentRenderTarget = renderTarget;

2407
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2408

2409
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2410 2411 2412

		}

M
Mr.doob 已提交
2413
		var framebuffer = null;
M
Mr.doob 已提交
2414
		var isCube = false;
M
Mr.doob 已提交
2415 2416 2417

		if ( renderTarget ) {

M
Mr.doob 已提交
2418
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2419

M
Mr.doob 已提交
2420
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2421

M
Mr.doob 已提交
2422
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2423
				isCube = true;
M
Mr.doob 已提交
2424 2425 2426

			} else {

M
Mr.doob 已提交
2427
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2428 2429 2430

			}

M
Mr.doob 已提交
2431
			_currentViewport.copy( renderTarget.viewport );
2432 2433
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2434

M
Mr.doob 已提交
2435 2436
		} else {

M
Mr.doob 已提交
2437
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2438
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2439
			_currentScissorTest = _scissorTest;
2440

M
Mr.doob 已提交
2441 2442
		}

M
Mr.doob 已提交
2443
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2444 2445 2446 2447 2448 2449

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

		}

M
Mr.doob 已提交
2450
		state.viewport( _currentViewport );
2451 2452
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2453

M
Mr.doob 已提交
2454 2455 2456
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2457
			_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
2458 2459 2460

		}

M
Mr.doob 已提交
2461 2462
	};

M
Mr.doob 已提交
2463
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2464

0
06wj 已提交
2465
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2466

2467
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2468
			return;
2469

G
gero3 已提交
2470
		}
2471

M
Mr.doob 已提交
2472
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2473

M
Mr.doob 已提交
2474
		if ( framebuffer ) {
2475

G
gero3 已提交
2476
			var restore = false;
2477

M
Mr.doob 已提交
2478
			if ( framebuffer !== _currentFramebuffer ) {
2479

M
Mr.doob 已提交
2480
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2481

G
gero3 已提交
2482
				restore = true;
2483

G
gero3 已提交
2484
			}
2485

M
Mr.doob 已提交
2486
			try {
2487

M
Mr.doob 已提交
2488
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2489 2490
				var textureFormat = texture.format;
				var textureType = texture.type;
2491

M
Mr.doob 已提交
2492
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2493

M
Mr.doob 已提交
2494 2495
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2496

M
Mr.doob 已提交
2497
				}
2498

M
Mr.doob 已提交
2499
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2500 2501
					! ( 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' ) ) ) {
2502

M
Mr.doob 已提交
2503 2504
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2505

M
Mr.doob 已提交
2506
				}
2507

M
Mr.doob 已提交
2508
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2509

2510 2511
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2512
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2513

M
Mr.doob 已提交
2514
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2515 2516

					}
2517

M
Mr.doob 已提交
2518
				} else {
M
Mr.doob 已提交
2519

M
Mr.doob 已提交
2520 2521 2522
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2523

M
Mr.doob 已提交
2524
			} finally {
M
Mr.doob 已提交
2525

M
Mr.doob 已提交
2526 2527 2528
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2529

M
Mr.doob 已提交
2530 2531 2532
				}

			}
M
Mr.doob 已提交
2533 2534 2535

		}

M
Mr.doob 已提交
2536 2537
	};

M
Mr.doob 已提交
2538 2539
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2540
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2541

2542 2543
		var extension;

R
Rich Harris 已提交
2544 2545 2546
		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
2547

R
Rich Harris 已提交
2548 2549 2550
		if ( p === NearestFilter ) return _gl.NEAREST;
		if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
M
Mr.doob 已提交
2551

R
Rich Harris 已提交
2552 2553 2554
		if ( p === LinearFilter ) return _gl.LINEAR;
		if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
M
Mr.doob 已提交
2555

R
Rich Harris 已提交
2556 2557 2558 2559
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
M
Mr.doob 已提交
2560

R
Rich Harris 已提交
2561 2562 2563 2564 2565 2566
		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
M
Mr.doob 已提交
2567

2568
		if ( p === HalfFloatType ) {
2569

2570
			extension = extensions.get( 'OES_texture_half_float' );
2571

2572
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2573 2574 2575

		}

R
Rich Harris 已提交
2576 2577 2578 2579 2580 2581
		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;
2582
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2583

R
Rich Harris 已提交
2584 2585 2586
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2587

R
Rich Harris 已提交
2588 2589 2590 2591 2592 2593 2594 2595
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2596

R
Rich Harris 已提交
2597 2598 2599
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2600

2601 2602
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
M
Mr.doob 已提交
2603

2604
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2605

2606 2607 2608 2609 2610 2611 2612 2613
			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;

			}
M
Mr.doob 已提交
2614 2615 2616

		}

2617
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2618
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2619

2620
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
P
Pierre Lepers 已提交
2621

2622 2623 2624 2625 2626 2627 2628 2629
			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;

			}
P
Pierre Lepers 已提交
2630 2631 2632

		}

2633
		if ( p === RGB_ETC1_Format ) {
2634

2635
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2636

2637
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2638 2639 2640

		}

2641 2642 2643
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2644

2645
			if ( extension !== null ) {
2646

2647 2648 2649 2650
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2651 2652 2653

		}

2654
		if ( p === UnsignedInt248Type ) {
2655

2656
			extension = extensions.get( 'WEBGL_depth_texture' );
2657

2658
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2659 2660 2661

		}

M
Mr.doob 已提交
2662 2663
		return 0;

M
Mr.doob 已提交
2664
	}
M
Mr.doob 已提交
2665

M
Mr.doob 已提交
2666
}
R
Rich Harris 已提交
2667

T
Tristan VALCKE 已提交
2668

2669
export { WebGLRenderer };