WebGLRenderer.js 69.0 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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

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

	var _gl;

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	try {

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

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		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
		_canvas.addEventListener( 'webglcontextrestored', function () {} );

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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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	} catch ( error ) {

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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		_viewport.set( x, y, width, height )
		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, y, width, height )
		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
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	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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592 593 594 595 596 597 598 599 600 601
	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

M
Mr.doob 已提交
602 603
	this.renderBufferImmediate = function ( object, program, material ) {

604
		state.initAttributes();
605

606
		var buffers = properties.get( object );
607

608 609 610 611
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
612

613
		var programAttributes = program.getAttributes();
614

M
Mr.doob 已提交
615 616
		if ( object.hasPositions ) {

617
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
618
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
619

620 621
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
622 623 624 625 626

		}

		if ( object.hasNormals ) {

627
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
628

629
			if ( ! material.isMeshPhongMaterial &&
630
				! material.isMeshStandardMaterial &&
631
				! material.isMeshNormalMaterial &&
632
				material.shading === FlatShading ) {
M
Mr.doob 已提交
633

634
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
635

636
					var array = object.normalArray;
M
Mr.doob 已提交
637

638 639 640
					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
641

642 643 644
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
645

646 647 648
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
649

650 651 652
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
653 654 655 656 657 658

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
659

660
			state.enableAttribute( programAttributes.normal );
661

662
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
663 664 665 666 667

		}

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

668
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
669
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
670

671
			state.enableAttribute( programAttributes.uv );
672

673
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
674 675 676

		}

R
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677
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
678

679
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
680
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
681

682
			state.enableAttribute( programAttributes.color );
683

684
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
685 686 687

		}

688
		state.disableUnusedAttributes();
689

M
Mr.doob 已提交
690 691 692 693 694 695
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
696 697 698 699 700 701
	function absNumericalSort( a, b ) {

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

	}

702
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
703

704
		state.setMaterial( material );
M
Mr.doob 已提交
705

M
Mr.doob 已提交
706
		var program = setProgram( camera, fog, material, object );
M
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707
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
708

M
Mr.doob 已提交
709
		var updateBuffers = false;
M
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710 711 712 713 714 715 716 717 718 719 720 721 722 723

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
724 725
			// TODO Remove allocations

M
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726 727 728 729 730 731 732 733 734
			var activeInfluences = [];

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

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

			}

735
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
736 737 738 739 740 741 742

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

743 744
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
745 746 747 748 749 750 751
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

752
					var index = influence[ 1 ];
M
Mr.doob 已提交
753

754 755
					if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
					if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
M
Mr.doob 已提交
756 757 758

				} else {

759 760
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
761 762 763 764 765

				}

			}

766 767 768 769 770 771
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
772
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
773 774 775 776 777

			updateBuffers = true;

		}

778 779
		//

780
		var index = geometry.index;
781
		var position = geometry.attributes.position;
782
		var rangeFactor = 1;
783

784 785
		if ( material.wireframe === true ) {

786
			index = geometries.getWireframeAttribute( geometry );
787
			rangeFactor = 2;
788 789 790

		}

M
Mr.doob 已提交
791
		var attribute;
M
Mr.doob 已提交
792
		var renderer = bufferRenderer;
793

794
		if ( index !== null ) {
795

M
Mr.doob 已提交
796
			attribute = attributes.get( index );
797

798
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
799
			renderer.setIndex( attribute );
800

801
		}
M
Mr.doob 已提交
802

803
		if ( updateBuffers ) {
M
Mr.doob 已提交
804

805
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
806

807
			if ( index !== null ) {
808

M
Mr.doob 已提交
809
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
810 811 812

			}

813
		}
814

815 816
		//

817
		var dataCount = 0;
818

M
Mr.doob 已提交
819
		if ( index !== null ) {
820

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

M
Mr.doob 已提交
823
		} else if ( position !== undefined ) {
824

M
Mr.doob 已提交
825
			dataCount = position.count;
826

M
Mr.doob 已提交
827
		}
828

M
Mr.doob 已提交
829 830
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
831

M
Mr.doob 已提交
832 833
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
834

M
Mr.doob 已提交
835 836
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
837 838 839

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

840 841
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
842
		//
843

844
		if ( object.isMesh ) {
845

846
			if ( material.wireframe === true ) {
847

848
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
849
				renderer.setMode( _gl.LINES );
850

851
			} else {
M
Mr.doob 已提交
852 853

				switch ( object.drawMode ) {
854

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

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

R
Rich Harris 已提交
863
					case TriangleFanDrawMode:
B
Ben Adams 已提交
864 865 866 867
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
868

869
			}
870

871

872
		} else if ( object.isLine ) {
873

874
			var lineWidth = material.linewidth;
875

876
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
877

878
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
879

880
			if ( object.isLineSegments ) {
881

882
				renderer.setMode( _gl.LINES );
883

884 885 886 887
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

888
			} else {
889

890
				renderer.setMode( _gl.LINE_STRIP );
891 892

			}
M
Mr.doob 已提交
893

894
		} else if ( object.isPoints ) {
895 896

			renderer.setMode( _gl.POINTS );
897 898

		}
899

T
Takahiro 已提交
900
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
901 902 903

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
904
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
905

J
jfranc 已提交
906
			}
907 908 909

		} else {

M
Mr.doob 已提交
910
			renderer.render( drawStart, drawCount );
911

M
Mr.doob 已提交
912 913 914 915
		}

	};

916
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
917

T
Takahiro 已提交
918
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
919

920
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
921

922
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
923
				return;
B
Ben Adams 已提交
924

M
Mr.doob 已提交
925 926 927
			}

		}
B
Ben Adams 已提交
928

929 930
		if ( startIndex === undefined ) startIndex = 0;

931 932
		state.initAttributes();

933
		var geometryAttributes = geometry.attributes;
934

935
		var programAttributes = program.getAttributes();
936

937
		var materialDefaultAttributeValues = material.defaultAttributeValues;
938

939
		for ( var name in programAttributes ) {
940

941
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
942

M
Mr.doob 已提交
943
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
944

945
				var geometryAttribute = geometryAttributes[ name ];
946

M
Mr.doob 已提交
947
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
948

949
					var normalized = geometryAttribute.normalized;
950
					var size = geometryAttribute.itemSize;
951

M
Mr.doob 已提交
952
					var attribute = attributes.get( geometryAttribute );
953

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

M
Mr.doob 已提交
1047
		lights = [];
1048

M
Mr.doob 已提交
1049
		scene.traverse( function ( object ) {
G
gero3 已提交
1050 1051

			if ( object.isLight ) {
M
Mr.doob 已提交
1052 1053 1054

				lights.push( object );

G
gero3 已提交
1055
			}
M
Mr.doob 已提交
1056 1057 1058 1059 1060 1061 1062 1063 1064

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1065
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1066

G
gero3 已提交
1067
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1068 1069 1070

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

G
gero3 已提交
1071
					}
M
Mr.doob 已提交
1072

G
gero3 已提交
1073
				} else {
M
Mr.doob 已提交
1074 1075 1076

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

G
gero3 已提交
1077
				}
M
Mr.doob 已提交
1078

G
gero3 已提交
1079
			}
M
Mr.doob 已提交
1080 1081

		} );
G
gero3 已提交
1082 1083

	};
1084

M
Mr.doob 已提交
1085 1086 1087
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
0
06wj 已提交
1088
		
0
06wj 已提交
1089
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1090

1091
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1092 1093 1094 1095 1096 1097
			return;

		}

		// reset caching for this frame

1098
		_currentGeometryProgram = '';
1099
		_currentMaterialId = - 1;
1100
		_currentCamera = null;
M
Mr.doob 已提交
1101 1102 1103

		// update scene graph

1104
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1105 1106 1107

		// update camera matrices and frustum

M
Mr.doob 已提交
1108 1109
		camera.onBeforeRender( _this );

1110
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1111 1112 1113 1114

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

M
Mr.doob 已提交
1115
		lights.length = 0;
M
Mr.doob 已提交
1116 1117 1118
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1119
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1120
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1121

1122 1123 1124
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1125
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1126

1127
		currentRenderList.finish();
1128

M
Mr.doob 已提交
1129
		if ( _this.sortObjects === true ) {
1130

1131
			currentRenderList.sort();
M
Mr.doob 已提交
1132

1133 1134
		}

M
Mr.doob 已提交
1135
		//
M
Mr.doob 已提交
1136

T
tschw 已提交
1137
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1138

1139 1140
		setupShadows( lights );

M
Mr.doob 已提交
1141
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1142

1143 1144
		setupLights( lights, camera );

T
tschw 已提交
1145
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1146

M
Mr.doob 已提交
1147 1148
		//

M
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1149
		_infoRender.frame ++;
1150 1151 1152 1153
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
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1154

1155 1156 1157 1158 1159 1160
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1161 1162
		this.setRenderTarget( renderTarget );

M
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1163 1164 1165 1166 1167 1168
		//

		var background = scene.background;

		if ( background === null ) {

1169
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1170

T
Takahiro 已提交
1171
		} else if ( background && background.isColor ) {
1172

1173
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1174
			forceClear = true;
1175 1176 1177 1178 1179 1180 1181 1182 1183

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1184
		if ( background && background.isCubeTexture ) {
M
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1185

M
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1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

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

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
M
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1209 1210 1211


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1212
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1213

1214 1215
			objects.update( backgroundBoxMesh );

M
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1216
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1217

T
Takahiro 已提交
1218
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1219

M
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1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230
			if ( backgroundPlaneCamera === undefined ) {

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

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

			}

M
Mr.doob 已提交
1231 1232
			backgroundPlaneMesh.material.map = background;

1233 1234
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1235
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1236

M
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1237 1238
		}

1239
		//
M
Mr.doob 已提交
1240

1241 1242 1243
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1244 1245
		if ( scene.overrideMaterial ) {

1246
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1247

M
Mr.doob 已提交
1248 1249
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1250

M
Mr.doob 已提交
1251 1252 1253 1254
		} else {

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

M
Mr.doob 已提交
1255
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1256 1257 1258

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

M
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1259
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1260 1261 1262 1263 1264

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1265
		spritePlugin.render( scene, camera );
1266
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1267 1268 1269

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

M
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1270 1271
		if ( renderTarget ) {

1272
			textures.updateRenderTargetMipmap( renderTarget );
M
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1273 1274 1275

		}

1276
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1277

1278 1279 1280
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1281

M
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1282
		if ( camera.isArrayCamera ) {
1283 1284 1285 1286 1287

			_this.setScissorTest( false );

		}

M
Mr.doob 已提交
1288 1289
		camera.onAfterRender( _this );

M
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1290 1291 1292
		// _gl.finish();

	};
M
Mr.doob 已提交
1293

1294
	/*
M
Mr.doob 已提交
1295 1296
	// TODO Duplicated code (Frustum)

1297 1298
	var _sphere = new Sphere();

T
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1299 1300 1301 1302 1303 1304 1305
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1306
		_sphere.copy( geometry.boundingSphere ).
1307
		applyMatrix4( object.matrixWorld );
M
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1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323

		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
1324 1325

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1326 1327 1328 1329

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341

		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
1342
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1343 1344 1345 1346

		return true;

	}
1347
	*/
T
tschw 已提交
1348

M
Mr.doob 已提交
1349
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1350

M
Mr.doob 已提交
1351
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1352

1353
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1354

1355
		if ( visible ) {
1356

1357
			if ( object.isLight ) {
M
Mr.doob 已提交
1358

1359
				lights.push( object );
M
Mr.doob 已提交
1360

1361
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1362

1363
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1364

1365
					sprites.push( object );
M
Mr.doob 已提交
1366

1367
				}
M
Mr.doob 已提交
1368

1369
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1370

1371
				lensFlares.push( object );
M
Mr.doob 已提交
1372

1373
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1374

1375
				if ( sortObjects ) {
M
Mr.doob 已提交
1376

1377 1378
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1379

1380
				}
M
Mr.doob 已提交
1381

1382
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1383

1384
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1385

1386
				if ( object.isSkinnedMesh ) {
1387

1388
					object.skeleton.update();
1389

1390
				}
1391

1392
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1393

1394 1395 1396 1397 1398 1399
					if ( sortObjects ) {

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

					}
1400

1401 1402
					var geometry = objects.update( object );
					var material = object.material;
1403

1404
					if ( Array.isArray( material ) ) {
1405

1406
						var groups = geometry.groups;
1407

1408
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1409

1410 1411
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1412

1413
							if ( groupMaterial && groupMaterial.visible ) {
1414

1415 1416 1417
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1418

M
Mr.doob 已提交
1419
						}
M
Mr.doob 已提交
1420

1421
					} else if ( material.visible ) {
1422

1423
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1424

1425
					}
M
Mr.doob 已提交
1426

1427
				}
M
Mr.doob 已提交
1428

1429
			}
M
Mr.doob 已提交
1430

M
Mr.doob 已提交
1431
		}
M
Mr.doob 已提交
1432

M
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1433
		var children = object.children;
M
Mr.doob 已提交
1434

M
Mr.doob 已提交
1435 1436
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1437
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1438

1439
		}
1440

1441
	}
M
Mr.doob 已提交
1442

1443
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1444

M
Mr.doob 已提交
1445
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1446

1447
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1448

1449
			var object = renderItem.object;
M
Mr.doob 已提交
1450 1451 1452
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1453

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

M
Mr.doob 已提交
1456
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1457

M
Mr.doob 已提交
1458
				var cameras = camera.cameras;
M
Mr.doob 已提交
1459

M
Mr.doob 已提交
1460
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1461

M
Mr.doob 已提交
1462 1463
					var camera2 = cameras[ j ];
					var bounds = camera2.bounds;
M
Mr.doob 已提交
1464

1465 1466 1467 1468
					var x = bounds.x * _width;
					var y = bounds.y * _height;
					var width = bounds.z * _width;
					var height = bounds.w * _height;
1469 1470 1471

					_this.setViewport( x, y, width, height );
					_this.setScissor( x, y, width, height );
1472
					_this.setScissorTest( true );
M
Mr.doob 已提交
1473

M
Mr.doob 已提交
1474
					renderObject( object, scene, camera2, geometry, material, group );
M
Mr.doob 已提交
1475

M
Mr.doob 已提交
1476
				}
1477

M
Mr.doob 已提交
1478
			} else {
M
Mr.doob 已提交
1479

M
Mr.doob 已提交
1480
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1481

M
Mr.doob 已提交
1482
			}
M
Mr.doob 已提交
1483

1484
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1485

1486
		}
M
Mr.doob 已提交
1487

1488
	}
G
gero3 已提交
1489

M
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1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512
	function renderObject( object, scene, camera, geometry, material, group ) {

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

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

	}

1513
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1514

1515
		var materialProperties = properties.get( material );
G
gero3 已提交
1516

T
tschw 已提交
1517
		var parameters = programCache.getParameters(
1518
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1519

G
gero3 已提交
1520
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1521

1522
		var program = materialProperties.program;
T
tschw 已提交
1523
		var programChange = true;
1524

1525
		if ( program === undefined ) {
B
Ben Adams 已提交
1526

M
Mr.doob 已提交
1527 1528
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1529

1530
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1531

M
Mr.doob 已提交
1532
			// changed glsl or parameters
1533
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1534

G
gero3 已提交
1535
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1536

T
tschw 已提交
1537
			// same glsl and uniform list
T
tschw 已提交
1538 1539
			return;

T
tschw 已提交
1540
		} else {
B
Ben Adams 已提交
1541

T
tschw 已提交
1542 1543
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1544 1545 1546

		}

1547
		if ( programChange ) {
B
Ben Adams 已提交
1548

1549
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1550

R
Rich Harris 已提交
1551
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1552

1553 1554
				materialProperties.__webglShader = {
					name: material.type,
1555
					uniforms: UniformsUtils.clone( shader.uniforms ),
1556 1557 1558
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1559

1560
			} else {
B
Ben Adams 已提交
1561

1562 1563 1564 1565 1566 1567
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1568

1569
			}
G
gero3 已提交
1570

1571
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1572

1573
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1574

1575 1576
			materialProperties.program = program;
			material.program = program;
1577 1578 1579

		}

1580
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1581 1582 1583 1584 1585

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1586
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1587

1588
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1602
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1603

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1614 1615
		var uniforms = materialProperties.__webglShader.uniforms;

1616
		if ( ! material.isShaderMaterial &&
1617 1618
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1619

T
tschw 已提交
1620
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1621
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1622
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1623 1624 1625

		}

1626
		materialProperties.fog = fog;
1627

1628
		// store the light setup it was created for
1629

1630
		materialProperties.lightsHash = _lights.hash;
1631

M
Mr.doob 已提交
1632
		if ( material.lights ) {
1633 1634 1635 1636 1637 1638

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

			uniforms.ambientLightColor.value = _lights.ambient;
			uniforms.directionalLights.value = _lights.directional;
			uniforms.spotLights.value = _lights.spot;
1639
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1640
			uniforms.pointLights.value = _lights.point;
1641 1642
			uniforms.hemisphereLights.value = _lights.hemi;

1643 1644 1645 1646 1647 1648
			uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
			uniforms.spotShadowMap.value = _lights.spotShadowMap;
			uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
			uniforms.pointShadowMap.value = _lights.pointShadowMap;
			uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
1649
			// TODO (abelnation): add area lights shadow info to uniforms
1650

1651 1652
		}

T
tschw 已提交
1653 1654
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1655
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1656

T
tschw 已提交
1657
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1658

M
Mr.doob 已提交
1659
	}
M
Mr.doob 已提交
1660

1661
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1662 1663 1664

		_usedTextureUnits = 0;

1665
		var materialProperties = properties.get( material );
1666

T
tschw 已提交
1667 1668 1669 1670 1671
		if ( _clippingEnabled ) {

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

				var useCache =
1672 1673
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1674 1675 1676 1677

				// 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
1678
				_clipping.setState(
1679 1680
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1681 1682 1683 1684 1685

			}

		}

1686
		if ( material.needsUpdate === false ) {
1687

1688
			if ( materialProperties.program === undefined ) {
1689

1690
				material.needsUpdate = true;
1691

1692
			} else if ( material.fog && materialProperties.fog !== fog ) {
1693

M
Mr.doob 已提交
1694
				material.needsUpdate = true;
1695

1696
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1697

1698
				material.needsUpdate = true;
1699

1700
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1701
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1702
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1703 1704 1705

				material.needsUpdate = true;

1706
			}
1707 1708 1709 1710

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1711

1712
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1713 1714 1715 1716
			material.needsUpdate = false;

		}

1717
		var refreshProgram = false;
M
Mr.doob 已提交
1718
		var refreshMaterial = false;
1719
		var refreshLights = false;
M
Mr.doob 已提交
1720

1721
		var program = materialProperties.program,
1722
			p_uniforms = program.getUniforms(),
1723
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1724

1725
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1726

1727 1728
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1729

1730
			refreshProgram = true;
M
Mr.doob 已提交
1731
			refreshMaterial = true;
1732
			refreshLights = true;
M
Mr.doob 已提交
1733 1734 1735 1736 1737 1738

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1739

M
Mr.doob 已提交
1740 1741 1742 1743
			refreshMaterial = true;

		}

1744
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1745

M
Mr.doob 已提交
1746
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1747

G
gero3 已提交
1748
			if ( capabilities.logarithmicDepthBuffer ) {
1749

T
tschw 已提交
1750
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1751
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1752 1753 1754 1755

			}


1756 1757 1758 1759 1760 1761 1762 1763 1764
			if ( camera !== _currentCamera ) {

				_currentCamera = camera;

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

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1765
				refreshLights = true;		// remains set until update done
1766 1767

			}
M
Mr.doob 已提交
1768

1769 1770 1771
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1772
			if ( material.isShaderMaterial ||
1773 1774 1775
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1776

T
tschw 已提交
1777 1778 1779
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1780

T
tschw 已提交
1781
					uCamPos.setValue( _gl,
1782
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1783 1784 1785 1786 1787

				}

			}

1788
			if ( material.isMeshPhongMaterial ||
1789 1790 1791 1792
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1793
				material.skinning ) {
1794

T
tschw 已提交
1795
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1796 1797 1798

			}

M
Mr.doob 已提交
1799 1800
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1801

M
Mr.doob 已提交
1802 1803 1804 1805 1806 1807
		}

		// 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

1808
		if ( material.skinning ) {
M
Mr.doob 已提交
1809

T
tschw 已提交
1810 1811
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1812

T
tschw 已提交
1813
			var skeleton = object.skeleton;
1814

T
tschw 已提交
1815
			if ( skeleton ) {
1816

1817 1818
				var bones = skeleton.bones;

1819
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1820

1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

M
Mr.doob 已提交
1846 1847
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1848

T
tschw 已提交
1849
				} else {
M
Mr.doob 已提交
1850

T
tschw 已提交
1851
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1852 1853 1854 1855 1856 1857 1858 1859 1860

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1861
			if ( material.lights ) {
M
Mr.doob 已提交
1862

1863
				// the current material requires lighting info
M
Mr.doob 已提交
1864

T
tschw 已提交
1865 1866 1867 1868 1869 1870
				// 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
1871

T
tschw 已提交
1872
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1873

T
tschw 已提交
1874
			}
G
gero3 已提交
1875

T
tschw 已提交
1876
			// refresh uniforms common to several materials
G
gero3 已提交
1877

T
tschw 已提交
1878
			if ( fog && material.fog ) {
G
gero3 已提交
1879

T
tschw 已提交
1880
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1881 1882 1883

			}

1884
			if ( material.isMeshBasicMaterial ||
1885 1886 1887
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1888
				material.isMeshNormalMaterial ||
1889
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1890 1891 1892 1893 1894 1895 1896

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1897
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1898 1899 1900

				refreshUniformsLine( m_uniforms, material );

1901
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1902 1903 1904 1905

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

1906
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1907

M
Mr.doob 已提交
1908
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1909

1910
			} else if ( material.isMeshLambertMaterial ) {
1911 1912 1913

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1914 1915 1916 1917
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1918 1919 1920 1921
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1922
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1923 1924 1925

				refreshUniformsPhysical( m_uniforms, material );

1926
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1927

1928
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1929

1930
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1931

1932 1933 1934 1935 1936 1937 1938 1939
				if ( material.displacementMap ) {

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

				}

1940
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1941

1942
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1943 1944 1945

			}

M
Mr.doob 已提交
1946 1947 1948 1949 1950 1951
			// 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
1952
			WebGLUniforms.upload(
1953
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1954 1955 1956

		}

M
Mr.doob 已提交
1957

T
tschw 已提交
1958
		// common matrices
M
Mr.doob 已提交
1959

M
Mr.doob 已提交
1960 1961
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1962
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1963

T
tschw 已提交
1964
		return program;
A
arose 已提交
1965 1966 1967

	}

M
Mr.doob 已提交
1968 1969
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1970
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1971 1972 1973

		uniforms.opacity.value = material.opacity;

1974
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1975

1976
		if ( material.emissive ) {
M
Mr.doob 已提交
1977

1978
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1979 1980 1981

		}

1982 1983 1984
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1985

1986 1987 1988 1989 1990 1991 1992
		if ( material.lightMap ) {

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

		}

1993
		if ( material.aoMap ) {
1994

1995 1996
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1997 1998 1999

		}

M
Mr.doob 已提交
2000
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2001 2002 2003 2004 2005
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2006
		// 6. emissive map
M
Mr.doob 已提交
2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2018 2019 2020 2021
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2022 2023 2024 2025 2026 2027 2028 2029
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2030 2031 2032 2033 2034 2035 2036 2037
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2038 2039 2040 2041
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2042 2043 2044 2045
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2046 2047 2048 2049
		}

		if ( uvScaleMap !== undefined ) {

2050
			// backwards compatibility
2051
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2052 2053 2054 2055 2056

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2057 2058 2059 2060 2061 2062 2063 2064
			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;
2065 2066 2067 2068 2069

		// 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
2070
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2071

2072
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2073 2074
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2075
	}
M
Mr.doob 已提交
2076

M
Mr.doob 已提交
2077
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2078 2079 2080 2081

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

M
Mr.doob 已提交
2082
	}
M
Mr.doob 已提交
2083

M
Mr.doob 已提交
2084
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2085 2086 2087 2088 2089

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

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

M
Mr.doob 已提交
2092
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2093

2094
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2095
		uniforms.opacity.value = material.opacity;
2096
		uniforms.size.value = material.size * _pixelRatio;
2097
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2098 2099 2100

		uniforms.map.value = material.map;

2101 2102 2103 2104 2105 2106 2107 2108 2109
		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
2110
	}
M
Mr.doob 已提交
2111

M
Mr.doob 已提交
2112
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2113 2114 2115

		uniforms.fogColor.value = fog.color;

2116
		if ( fog.isFog ) {
M
Mr.doob 已提交
2117 2118 2119 2120

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

2121
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2122 2123 2124 2125 2126

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2127
	}
M
Mr.doob 已提交
2128

M
Mr.doob 已提交
2129
	function refreshUniformsLambert( uniforms, material ) {
2130 2131 2132 2133 2134 2135 2136 2137 2138

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2139
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2140

2141
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2142
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2143

2144
		if ( material.emissiveMap ) {
2145

2146
			uniforms.emissiveMap.value = material.emissiveMap;
2147

2148
		}
M
Mr.doob 已提交
2149

2150 2151 2152 2153
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2154

2155
		}
M
Mr.doob 已提交
2156

2157 2158 2159 2160 2161 2162
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2163

2164 2165 2166 2167 2168
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2169

2170
		}
2171

T
Takahiro 已提交
2172 2173 2174 2175 2176 2177
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2178
		if ( material.gradientMap ) {
T
Takahiro 已提交
2179

T
Takahiro 已提交
2180
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2181 2182 2183

		}

2184 2185
	}

M
Mr.doob 已提交
2186
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239

		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
2240
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2241

2242 2243 2244
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2245 2246 2247 2248
		refreshUniformsStandard( uniforms, material );

	}

2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274
	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;

		}

	}

2275 2276
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2277
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2278

M
Mr.doob 已提交
2279
		uniforms.ambientLightColor.needsUpdate = value;
2280

B
Ben Houston 已提交
2281 2282 2283
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2284
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2285
		uniforms.hemisphereLights.needsUpdate = value;
2286

M
Mr.doob 已提交
2287
	}
2288

T
tschw 已提交
2289
	// Lighting
M
Mr.doob 已提交
2290

M
Mr.doob 已提交
2291
	function setupShadows( lights ) {
2292 2293 2294 2295 2296 2297 2298 2299 2300

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

M
Mr.doob 已提交
2301 2302
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2303 2304 2305 2306 2307 2308 2309 2310 2311

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2312
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2313

M
Mr.doob 已提交
2314
		var l, ll, light, shadow,
2315 2316 2317 2318 2319
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2320

2321
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2322

M
Mr.doob 已提交
2323 2324 2325 2326 2327
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2328 2329 2330 2331 2332 2333 2334 2335 2336

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

			light = lights[ l ];

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

2337
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2338

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

2341 2342 2343
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2344

2345
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2346

M
Mr.doob 已提交
2347
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2348

2349
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2350
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2351
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2352 2353 2354
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2355
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2356

2357
				if ( light.castShadow ) {
M
Mr.doob 已提交
2358

M
Mr.doob 已提交
2359 2360 2361 2362 2363
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2364

2365 2366
				}

2367
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2368
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2369 2370 2371
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2372

2373
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2374

M
Mr.doob 已提交
2375
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2376 2377 2378

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2379

M
Mr.doob 已提交
2380 2381 2382 2383 2384 2385 2386 2387
				uniforms.color.copy( color ).multiplyScalar( intensity );
				uniforms.distance = distance;

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2388 2389
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2390
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2391

2392
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2393

2394 2395
				if ( light.castShadow ) {

M
Mr.doob 已提交
2396 2397 2398 2399 2400
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2401

2402 2403
				}

2404
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2405
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2406 2407 2408
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2409

2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

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

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

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

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

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

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

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

M
Mr.doob 已提交
2440 2441 2442
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2443

2444
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2445

M
Mr.doob 已提交
2446
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2447

M
Mr.doob 已提交
2448 2449
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2450

M
Mr.doob 已提交
2451 2452
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2453 2454
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2455
				uniforms.shadow = light.castShadow;
2456

M
Mr.doob 已提交
2457
				if ( light.castShadow ) {
2458

M
Mr.doob 已提交
2459 2460 2461 2462 2463
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2464 2465

				}
2466

2467
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2468
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2469 2470 2471
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2472

2473
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2474

M
Mr.doob 已提交
2475
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2476 2477 2478 2479

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2480

M
Mr.doob 已提交
2481 2482
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2483

M
Mr.doob 已提交
2484 2485 2486
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2487 2488 2489 2490 2491

			}

		}

M
Mr.doob 已提交
2492 2493 2494
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2495

M
Mr.doob 已提交
2496 2497
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2498
		_lights.rectArea.length = rectAreaLength;
2499
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2500
		_lights.hemi.length = hemiLength;
2501

2502 2503
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2504

M
Mr.doob 已提交
2505
	}
M
Mr.doob 已提交
2506 2507 2508 2509 2510

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2511
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2512
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2513 2514 2515 2516 2517

	};

	// Textures

T
tschw 已提交
2518 2519 2520 2521 2522 2523
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2524
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2525 2526 2527 2528 2529 2530 2531 2532 2533

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2534
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2535

2536
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2537
	this.setTexture2D = ( function () {
T
tschw 已提交
2538

2539
		var warned = false;
T
tschw 已提交
2540

2541
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2542
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2543

T
Takahiro 已提交
2544
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2545

2546
				if ( ! warned ) {
T
tschw 已提交
2547

2548 2549
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2550

2551
				}
T
tschw 已提交
2552

2553
				texture = texture.texture;
T
tschw 已提交
2554

2555
			}
T
tschw 已提交
2556

2557
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2558

2559
		};
T
tschw 已提交
2560

2561
	}() );
T
tschw 已提交
2562

M
Mr.doob 已提交
2563
	this.setTexture = ( function () {
2564 2565 2566

		var warned = false;

W
WestLangley 已提交
2567
		return function setTexture( texture, slot ) {
2568 2569 2570 2571 2572 2573 2574 2575

			if ( ! warned ) {

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

			}

2576
			textures.setTexture2D( texture, slot );
2577 2578 2579 2580 2581

		};

	}() );

M
Mr.doob 已提交
2582
	this.setTextureCube = ( function () {
2583 2584 2585

		var warned = false;

W
WestLangley 已提交
2586
		return function setTextureCube( texture, slot ) {
2587 2588

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2589
			if ( texture && texture.isWebGLRenderTargetCube ) {
2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603

				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
2604
			if ( ( texture && texture.isCubeTexture ) ||
2605
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2606 2607 2608 2609

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2610
				textures.setTextureCube( texture, slot );
2611 2612 2613 2614 2615

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2616
				textures.setTextureCubeDynamic( texture, slot );
2617 2618 2619 2620 2621 2622

			}

		};

	}() );
T
tschw 已提交
2623

2624
	this.getRenderTarget = function () {
2625 2626 2627

		return _currentRenderTarget;

M
Michael Herzog 已提交
2628
	};
2629

2630
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2631

2632 2633
		_currentRenderTarget = renderTarget;

2634
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2635

2636
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2637 2638 2639

		}

T
Takahiro 已提交
2640
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2641
		var framebuffer;
M
Mr.doob 已提交
2642 2643 2644

		if ( renderTarget ) {

2645
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2646

M
Mr.doob 已提交
2647 2648
			if ( isCube ) {

2649
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2650 2651 2652

			} else {

2653
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2654 2655 2656

			}

2657 2658
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2659

2660
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2661 2662 2663 2664 2665

		} else {

			framebuffer = null;

2666
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2667
			_currentScissorTest = _scissorTest;
2668

2669
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2670 2671 2672

		}

M
Mr.doob 已提交
2673
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2674 2675 2676 2677 2678 2679

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

		}

2680 2681
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2682

0
06wj 已提交
2683
		state.viewport( _currentViewport );
2684

M
Mr.doob 已提交
2685 2686 2687
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2688
			_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
2689 2690 2691

		}

M
Mr.doob 已提交
2692 2693
	};

M
Mr.doob 已提交
2694
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2695

0
06wj 已提交
2696
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2697

2698
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2699
			return;
2700

G
gero3 已提交
2701
		}
2702

M
Mr.doob 已提交
2703
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2704

M
Mr.doob 已提交
2705
		if ( framebuffer ) {
2706

G
gero3 已提交
2707
			var restore = false;
2708

M
Mr.doob 已提交
2709
			if ( framebuffer !== _currentFramebuffer ) {
2710

M
Mr.doob 已提交
2711
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2712

G
gero3 已提交
2713
				restore = true;
2714

G
gero3 已提交
2715
			}
2716

M
Mr.doob 已提交
2717
			try {
2718

M
Mr.doob 已提交
2719
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2720 2721
				var textureFormat = texture.format;
				var textureType = texture.type;
2722

M
Mr.doob 已提交
2723
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2724

M
Mr.doob 已提交
2725 2726
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2727

M
Mr.doob 已提交
2728
				}
2729

M
Mr.doob 已提交
2730
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2731 2732
					! ( 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' ) ) ) {
2733

M
Mr.doob 已提交
2734 2735
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2736

M
Mr.doob 已提交
2737
				}
2738

M
Mr.doob 已提交
2739
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2740

2741 2742
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2743
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2744

M
Mr.doob 已提交
2745
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2746 2747

					}
2748

M
Mr.doob 已提交
2749
				} else {
M
Mr.doob 已提交
2750

M
Mr.doob 已提交
2751 2752 2753
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2754

M
Mr.doob 已提交
2755
			} finally {
M
Mr.doob 已提交
2756

M
Mr.doob 已提交
2757 2758 2759
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2760

M
Mr.doob 已提交
2761 2762 2763
				}

			}
M
Mr.doob 已提交
2764 2765 2766

		}

M
Mr.doob 已提交
2767 2768
	};

M
Mr.doob 已提交
2769 2770
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2771
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2772

2773 2774
		var extension;

R
Rich Harris 已提交
2775 2776 2777
		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
2778

R
Rich Harris 已提交
2779 2780 2781
		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
2782

R
Rich Harris 已提交
2783 2784 2785
		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
2786

R
Rich Harris 已提交
2787 2788 2789 2790
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
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		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
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2799
		if ( p === HalfFloatType ) {
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2801
			extension = extensions.get( 'OES_texture_half_float' );
2802

2803
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2804 2805 2806

		}

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		if ( p === AlphaFormat ) return _gl.ALPHA;
		if ( p === RGBFormat ) return _gl.RGB;
		if ( p === RGBAFormat ) return _gl.RGBA;
		if ( p === LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
		if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
2813
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
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		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
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		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
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		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
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2832 2833
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
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2835
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2836

2837 2838 2839 2840 2841 2842 2843 2844
			if ( extension !== null ) {

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

			}
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		}

2848
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2849
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2850

2851
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2853 2854 2855 2856 2857 2858 2859 2860
			if ( extension !== null ) {

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

			}
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		}

2864
		if ( p === RGB_ETC1_Format ) {
2865

2866
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2867

2868
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2869 2870 2871

		}

2872 2873 2874
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2875

2876
			if ( extension !== null ) {
2877

2878 2879 2880 2881
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2882 2883 2884

		}

2885
		if ( p === UnsignedInt248Type ) {
2886

2887
			extension = extensions.get( 'WEBGL_depth_texture' );
2888

2889
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2890 2891 2892

		}

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		return 0;

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	}
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}
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export { WebGLRenderer };