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,
		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
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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,
			preserveDrawingBuffer: _preserveDrawingBuffer
		};

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

		return {
			width: _canvas.width,
			height: _canvas.height
		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function () {
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		_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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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

608
		state.initAttributes();
609

610
		var buffers = properties.get( object );
611

612 613 614 615
		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
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616

617
		var programAttributes = program.getAttributes();
618

M
Mr.doob 已提交
619 620
		if ( object.hasPositions ) {

621
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
622
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
623

624 625
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
626 627 628 629 630

		}

		if ( object.hasNormals ) {

631
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
632

633
			if ( ! material.isMeshPhongMaterial &&
634
				! material.isMeshStandardMaterial &&
635
				! material.isMeshNormalMaterial &&
636
				material.shading === FlatShading ) {
M
Mr.doob 已提交
637

638
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
639

640
					var array = object.normalArray;
M
Mr.doob 已提交
641

642 643 644
					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
645

646 647 648
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
649

650 651 652
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
653

654 655 656
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
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Mr.doob 已提交
657 658 659 660 661 662

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
663

664
			state.enableAttribute( programAttributes.normal );
665

666
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
667 668 669 670 671

		}

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

672
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
673
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
674

675
			state.enableAttribute( programAttributes.uv );
676

677
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
678 679 680

		}

R
Rich Harris 已提交
681
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
682

683
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
684
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
685

686
			state.enableAttribute( programAttributes.color );
687

688
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
689 690 691

		}

692
		state.disableUnusedAttributes();
693

M
Mr.doob 已提交
694 695 696 697 698 699
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

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Mr.doob 已提交
700 701 702 703 704 705
	function absNumericalSort( a, b ) {

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

	}

706
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
707

708
		state.setMaterial( material );
M
Mr.doob 已提交
709

M
Mr.doob 已提交
710
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
711
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
712

M
Mr.doob 已提交
713
		var updateBuffers = false;
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714 715 716 717 718 719 720 721 722 723 724 725 726 727

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
728 729
			// TODO Remove allocations

M
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730 731 732 733 734 735 736 737 738
			var activeInfluences = [];

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

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

			}

739
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
740 741 742 743 744 745 746

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

747 748
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
749 750 751 752 753 754 755
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

756
					var index = influence[ 1 ];
M
Mr.doob 已提交
757

758 759
					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
760 761 762

				} else {

763 764
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
765 766 767 768 769

				}

			}

770 771 772 773 774 775
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
776
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
777 778 779 780 781

			updateBuffers = true;

		}

782 783
		//

784
		var index = geometry.index;
785
		var position = geometry.attributes.position;
786
		var rangeFactor = 1;
787

788 789
		if ( material.wireframe === true ) {

790
			index = geometries.getWireframeAttribute( geometry );
791
			rangeFactor = 2;
792 793 794

		}

M
Mr.doob 已提交
795
		var renderer = bufferRenderer;
796

797
		if ( index !== null ) {
798

799 800
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
801

802
		}
M
Mr.doob 已提交
803

804
		if ( updateBuffers ) {
M
Mr.doob 已提交
805

806
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
807

808
			if ( index !== null ) {
809

M
Mr.doob 已提交
810
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
811 812 813

			}

814
		}
815

816 817
		//

818
		var dataCount = 0;
819

M
Mr.doob 已提交
820
		if ( index !== null ) {
821

M
Mr.doob 已提交
822
			dataCount = index.count;
823

M
Mr.doob 已提交
824
		} else if ( position !== undefined ) {
825

M
Mr.doob 已提交
826
			dataCount = position.count;
827

M
Mr.doob 已提交
828
		}
829

M
Mr.doob 已提交
830 831
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
832

M
Mr.doob 已提交
833 834
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
835

M
Mr.doob 已提交
836 837
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
838 839 840

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

841 842
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
843
		//
844

845
		if ( object.isMesh ) {
846

847
			if ( material.wireframe === true ) {
848

849
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
850
				renderer.setMode( _gl.LINES );
851

852
			} else {
M
Mr.doob 已提交
853 854

				switch ( object.drawMode ) {
855

R
Rich Harris 已提交
856
					case TrianglesDrawMode:
B
Ben Adams 已提交
857 858 859
						renderer.setMode( _gl.TRIANGLES );
						break;

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

R
Rich Harris 已提交
864
					case TriangleFanDrawMode:
B
Ben Adams 已提交
865 866 867 868
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
869

870
			}
871

872

873
		} else if ( object.isLine ) {
874

875
			var lineWidth = material.linewidth;
876

877
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
878

879
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
880

881
			if ( object.isLineSegments ) {
882

883
				renderer.setMode( _gl.LINES );
884

885 886 887 888
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

889
			} else {
890

891
				renderer.setMode( _gl.LINE_STRIP );
892 893

			}
M
Mr.doob 已提交
894

895
		} else if ( object.isPoints ) {
896 897

			renderer.setMode( _gl.POINTS );
898 899

		}
900

T
Takahiro 已提交
901
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
902 903 904

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
905
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
906

J
jfranc 已提交
907
			}
908 909 910

		} else {

M
Mr.doob 已提交
911
			renderer.render( drawStart, drawCount );
912

M
Mr.doob 已提交
913 914 915 916
		}

	};

917
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
918

T
Takahiro 已提交
919
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
920

921
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
922

923
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
924
				return;
B
Ben Adams 已提交
925

M
Mr.doob 已提交
926 927 928
			}

		}
B
Ben Adams 已提交
929

930 931
		if ( startIndex === undefined ) startIndex = 0;

932 933
		state.initAttributes();

934
		var geometryAttributes = geometry.attributes;
935

936
		var programAttributes = program.getAttributes();
937

938
		var materialDefaultAttributeValues = material.defaultAttributeValues;
939

940
		for ( var name in programAttributes ) {
941

942
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
943

M
Mr.doob 已提交
944
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
945

946
				var geometryAttribute = geometryAttributes[ name ];
947

M
Mr.doob 已提交
948
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
949

950
					var normalized = geometryAttribute.normalized;
951
					var size = geometryAttribute.itemSize;
952

953
					var attributeProperties = attributes.get( geometryAttribute );
954

M
Mr.doob 已提交
955
					var buffer = attributeProperties.buffer;
956 957
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
958

A
aardgoose 已提交
959
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
960

M
Mr.doob 已提交
961 962 963 964
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
965
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
966

967
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
968

M
Mr.doob 已提交
969
							if ( geometry.maxInstancedCount === undefined ) {
970

D
dubejf 已提交
971
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
972

M
Mr.doob 已提交
973
							}
B
Ben Adams 已提交
974

M
Mr.doob 已提交
975
						} else {
B
Ben Adams 已提交
976

M
Mr.doob 已提交
977
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
978

M
Mr.doob 已提交
979
						}
B
Ben Adams 已提交
980

M
Mr.doob 已提交
981
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
982
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
983

M
Mr.doob 已提交
984
					} else {
B
Ben Adams 已提交
985

A
aardgoose 已提交
986
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
987

988
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
989

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

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

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

M
Mr.doob 已提交
996 997 998 999
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
1002
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1003
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
1004

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

1007 1008
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1009
					var value = materialDefaultAttributeValues[ name ];
1010

1011
					if ( value !== undefined ) {
M
Mr.doob 已提交
1012

1013
						switch ( value.length ) {
M
Mr.doob 已提交
1014

1015 1016 1017
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1018

1019 1020 1021
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1022

1023 1024 1025
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1026

1027 1028
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1029 1030

						}
M
Mr.doob 已提交
1031 1032 1033 1034 1035 1036 1037 1038

					}

				}

			}

		}
1039

1040
		state.disableUnusedAttributes();
1041

M
Mr.doob 已提交
1042 1043
	}

M
Mr.doob 已提交
1044
	// Compile
M
Mr.doob 已提交
1045

M
Mr.doob 已提交
1046
	this.compile = function ( scene, camera ) {
1047

M
Mr.doob 已提交
1048
		lights = [];
1049

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

			if ( object.isLight ) {
M
Mr.doob 已提交
1053 1054 1055

				lights.push( object );

G
gero3 已提交
1056
			}
M
Mr.doob 已提交
1057 1058 1059 1060 1061 1062 1063 1064 1065

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1066
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1067

G
gero3 已提交
1068
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1069 1070 1071

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

G
gero3 已提交
1072
					}
M
Mr.doob 已提交
1073

G
gero3 已提交
1074
				} else {
M
Mr.doob 已提交
1075 1076 1077

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

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

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

		} );
G
gero3 已提交
1083 1084

	};
1085

M
Mr.doob 已提交
1086 1087 1088 1089
	// Rendering

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

1090
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1091

1092
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1093 1094 1095 1096 1097 1098
			return;

		}

		// reset caching for this frame

1099
		_currentGeometryProgram = '';
1100
		_currentMaterialId = - 1;
1101
		_currentCamera = null;
M
Mr.doob 已提交
1102 1103 1104

		// update scene graph

1105
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1106 1107 1108

		// update camera matrices and frustum

M
Mr.doob 已提交
1109 1110
		camera.onBeforeRender( _this );

1111
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1112 1113 1114 1115 1116 1117

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1118
		lights.length = 0;
M
Mr.doob 已提交
1119 1120 1121
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1122
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1123
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1124

1125 1126 1127
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1128
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1129

1130
		currentRenderList.finish();
1131

M
Mr.doob 已提交
1132
		if ( _this.sortObjects === true ) {
1133

1134
			currentRenderList.sort();
M
Mr.doob 已提交
1135

1136 1137
		}

M
Mr.doob 已提交
1138
		//
M
Mr.doob 已提交
1139

T
tschw 已提交
1140
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1141

1142 1143
		setupShadows( lights );

M
Mr.doob 已提交
1144
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1145

1146 1147
		setupLights( lights, camera );

T
tschw 已提交
1148
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1149

M
Mr.doob 已提交
1150 1151
		//

M
Mr.doob 已提交
1152
		_infoRender.frame ++;
1153 1154 1155 1156
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1157

1158 1159 1160 1161 1162 1163
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

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1164 1165
		this.setRenderTarget( renderTarget );

M
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1166 1167 1168 1169 1170 1171
		//

		var background = scene.background;

		if ( background === null ) {

1172
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
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1173

T
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1174
		} else if ( background && background.isColor ) {
1175

1176
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1177
			forceClear = true;
1178 1179 1180 1181 1182 1183 1184 1185 1186

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1187
		if ( background && background.isCubeTexture ) {
M
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1188

M
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1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211
			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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1212 1213 1214


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1215
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1216

1217 1218
			objects.update( backgroundBoxMesh );

M
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1219
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1220

T
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1221
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1222

M
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1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233
			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
1234 1235
			backgroundPlaneMesh.material.map = background;

1236 1237
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1238
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1239

M
Mr.doob 已提交
1240 1241
		}

1242
		//
M
Mr.doob 已提交
1243

1244 1245 1246
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1247 1248
		if ( scene.overrideMaterial ) {

1249
			var overrideMaterial = scene.overrideMaterial;
M
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1250

M
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1251 1252
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1253

M
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1254 1255 1256 1257
		} else {

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

M
Mr.doob 已提交
1258
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1259 1260 1261

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

M
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1262
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1263 1264 1265 1266 1267

		}

		// custom render plugins (post pass)

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

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

M
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1273 1274
		if ( renderTarget ) {

1275
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1276 1277 1278

		}

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

1281 1282 1283
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1284

1285 1286 1287 1288 1289 1290
		if ( camera.isArrayCamera && camera.enabled ) {

			_this.setScissorTest( false );

		}

M
Mr.doob 已提交
1291 1292
		camera.onAfterRender( _this );

M
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1293 1294 1295
		// _gl.finish();

	};
M
Mr.doob 已提交
1296

1297
	/*
M
Mr.doob 已提交
1298 1299
	// TODO Duplicated code (Frustum)

1300 1301
	var _sphere = new Sphere();

T
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1302 1303 1304 1305 1306 1307 1308
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1309
		_sphere.copy( geometry.boundingSphere ).
1310
		applyMatrix4( object.matrixWorld );
M
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1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326

		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
1327 1328

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1329 1330 1331 1332

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344

		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
1345
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1346 1347 1348 1349

		return true;

	}
1350
	*/
T
tschw 已提交
1351

M
Mr.doob 已提交
1352
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1353

M
Mr.doob 已提交
1354
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1355

1356
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1357

1358
		if ( visible ) {
1359

1360
			if ( object.isLight ) {
M
Mr.doob 已提交
1361

1362
				lights.push( object );
M
Mr.doob 已提交
1363

1364
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1365

1366
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1367

1368
					sprites.push( object );
M
Mr.doob 已提交
1369

1370
				}
M
Mr.doob 已提交
1371

1372
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1373

1374
				lensFlares.push( object );
M
Mr.doob 已提交
1375

1376
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1377

1378
				if ( sortObjects ) {
M
Mr.doob 已提交
1379

1380 1381
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1382

1383
				}
M
Mr.doob 已提交
1384

1385
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1386

1387
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1388

1389
				if ( object.isSkinnedMesh ) {
1390

1391
					object.skeleton.update();
1392

1393
				}
1394

1395
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1396

1397 1398 1399 1400 1401 1402
					if ( sortObjects ) {

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

					}
1403

1404 1405
					var geometry = objects.update( object );
					var material = object.material;
1406

1407
					if ( Array.isArray( material ) ) {
1408

1409
						var groups = geometry.groups;
1410

1411
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1412

1413 1414
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1415

1416
							if ( groupMaterial && groupMaterial.visible ) {
1417

1418 1419 1420
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1421

M
Mr.doob 已提交
1422
						}
M
Mr.doob 已提交
1423

1424
					} else if ( material.visible ) {
1425

1426
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1427

1428
					}
M
Mr.doob 已提交
1429

1430
				}
M
Mr.doob 已提交
1431

1432
			}
M
Mr.doob 已提交
1433

M
Mr.doob 已提交
1434
		}
M
Mr.doob 已提交
1435

M
Mr.doob 已提交
1436
		var children = object.children;
M
Mr.doob 已提交
1437

M
Mr.doob 已提交
1438 1439
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1440
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1441

1442
		}
1443

1444
	}
M
Mr.doob 已提交
1445

1446
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1447

M
Mr.doob 已提交
1448
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1449

1450
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1451

1452
			var object = renderItem.object;
M
Mr.doob 已提交
1453 1454 1455
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1456

1457 1458
			object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1459
			if ( camera.isArrayCamera && camera.enabled ) {
M
Mr.doob 已提交
1460

M
Mr.doob 已提交
1461
				var cameras = camera.cameras;
M
Mr.doob 已提交
1462

M
Mr.doob 已提交
1463
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1464

M
Mr.doob 已提交
1465 1466
					var camera2 = cameras[ j ];
					var bounds = camera2.bounds;
M
Mr.doob 已提交
1467

1468 1469 1470 1471 1472 1473 1474 1475 1476
					_this.setViewport(
						bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio,
						bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio
					);
					_this.setScissor(
						bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio,
						bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio
					);
					_this.setScissorTest( true );
M
Mr.doob 已提交
1477

M
Mr.doob 已提交
1478
					renderObject( object, scene, camera2, geometry, material, group );
M
Mr.doob 已提交
1479

M
Mr.doob 已提交
1480
				}
1481

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

M
Mr.doob 已提交
1484
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1485

M
Mr.doob 已提交
1486
			}
M
Mr.doob 已提交
1487

1488
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1489

1490
		}
M
Mr.doob 已提交
1491

1492
	}
G
gero3 已提交
1493

M
Mr.doob 已提交
1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516
	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 );

		}

	}

1517
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1518

1519
		var materialProperties = properties.get( material );
G
gero3 已提交
1520

T
tschw 已提交
1521
		var parameters = programCache.getParameters(
1522
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1523

G
gero3 已提交
1524
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1525

1526
		var program = materialProperties.program;
T
tschw 已提交
1527
		var programChange = true;
1528

1529
		if ( program === undefined ) {
B
Ben Adams 已提交
1530

M
Mr.doob 已提交
1531 1532
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1533

1534
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1535

M
Mr.doob 已提交
1536
			// changed glsl or parameters
1537
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1538

G
gero3 已提交
1539
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1540

T
tschw 已提交
1541
			// same glsl and uniform list
T
tschw 已提交
1542 1543
			return;

T
tschw 已提交
1544
		} else {
B
Ben Adams 已提交
1545

T
tschw 已提交
1546 1547
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1548 1549 1550

		}

1551
		if ( programChange ) {
B
Ben Adams 已提交
1552

1553
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1554

R
Rich Harris 已提交
1555
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1556

1557 1558
				materialProperties.__webglShader = {
					name: material.type,
1559
					uniforms: UniformsUtils.clone( shader.uniforms ),
1560 1561 1562
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1563

1564
			} else {
B
Ben Adams 已提交
1565

1566 1567 1568 1569 1570 1571
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1572

1573
			}
G
gero3 已提交
1574

1575
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1576

1577
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1578

1579 1580
			materialProperties.program = program;
			material.program = program;
1581 1582 1583

		}

1584
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1585 1586 1587 1588 1589

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1590
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1591

1592
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1606
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1607

1608
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1609 1610 1611 1612 1613 1614 1615 1616 1617

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1618 1619
		var uniforms = materialProperties.__webglShader.uniforms;

1620
		if ( ! material.isShaderMaterial &&
1621 1622
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1623

T
tschw 已提交
1624
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1625
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1626
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1627 1628 1629

		}

1630
		materialProperties.fog = fog;
1631

1632
		// store the light setup it was created for
1633

1634
		materialProperties.lightsHash = _lights.hash;
1635

M
Mr.doob 已提交
1636
		if ( material.lights ) {
1637 1638 1639 1640 1641 1642

			// 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;
1643
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1644
			uniforms.pointLights.value = _lights.point;
1645 1646
			uniforms.hemisphereLights.value = _lights.hemi;

1647 1648 1649 1650 1651 1652
			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;
1653
			// TODO (abelnation): add area lights shadow info to uniforms
1654

1655 1656
		}

T
tschw 已提交
1657 1658
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1659
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1660

T
tschw 已提交
1661
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1662

M
Mr.doob 已提交
1663
	}
M
Mr.doob 已提交
1664

1665
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1666 1667 1668

		_usedTextureUnits = 0;

1669
		var materialProperties = properties.get( material );
1670

T
tschw 已提交
1671 1672 1673 1674 1675
		if ( _clippingEnabled ) {

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

				var useCache =
1676 1677
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1678 1679 1680 1681

				// 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
1682
				_clipping.setState(
1683 1684
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1685 1686 1687 1688 1689

			}

		}

1690
		if ( material.needsUpdate === false ) {
1691

1692
			if ( materialProperties.program === undefined ) {
1693

1694
				material.needsUpdate = true;
1695

1696
			} else if ( material.fog && materialProperties.fog !== fog ) {
1697

M
Mr.doob 已提交
1698
				material.needsUpdate = true;
1699

1700
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1701

1702
				material.needsUpdate = true;
1703

1704
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1705
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1706
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1707 1708 1709

				material.needsUpdate = true;

1710
			}
1711 1712 1713 1714

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1715

1716
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1717 1718 1719 1720
			material.needsUpdate = false;

		}

1721
		var refreshProgram = false;
M
Mr.doob 已提交
1722
		var refreshMaterial = false;
1723
		var refreshLights = false;
M
Mr.doob 已提交
1724

1725
		var program = materialProperties.program,
1726
			p_uniforms = program.getUniforms(),
1727
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1728

1729
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1730

1731 1732
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1733

1734
			refreshProgram = true;
M
Mr.doob 已提交
1735
			refreshMaterial = true;
1736
			refreshLights = true;
M
Mr.doob 已提交
1737 1738 1739 1740 1741 1742

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1743

M
Mr.doob 已提交
1744 1745 1746 1747
			refreshMaterial = true;

		}

1748
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1749

M
Mr.doob 已提交
1750
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1751

G
gero3 已提交
1752
			if ( capabilities.logarithmicDepthBuffer ) {
1753

T
tschw 已提交
1754
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1755
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1756 1757 1758 1759

			}


1760 1761 1762 1763 1764 1765 1766 1767 1768
			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
1769
				refreshLights = true;		// remains set until update done
1770 1771

			}
M
Mr.doob 已提交
1772

1773 1774 1775
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1776
			if ( material.isShaderMaterial ||
1777 1778 1779
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1780

T
tschw 已提交
1781 1782 1783
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1784

T
tschw 已提交
1785
					uCamPos.setValue( _gl,
1786
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1787 1788 1789 1790 1791

				}

			}

1792
			if ( material.isMeshPhongMaterial ||
1793 1794 1795 1796
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1797
				material.skinning ) {
1798

T
tschw 已提交
1799
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1800 1801 1802

			}

M
Mr.doob 已提交
1803 1804
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1805

M
Mr.doob 已提交
1806 1807 1808 1809 1810 1811
		}

		// 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

1812
		if ( material.skinning ) {
M
Mr.doob 已提交
1813

T
tschw 已提交
1814 1815
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1816

T
tschw 已提交
1817
			var skeleton = object.skeleton;
1818

T
tschw 已提交
1819
			if ( skeleton ) {
1820

1821 1822
				var bones = skeleton.bones;

1823
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1824

1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849
					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
1850 1851
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1852

T
tschw 已提交
1853
				} else {
M
Mr.doob 已提交
1854

T
tschw 已提交
1855
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1856 1857 1858 1859 1860 1861 1862 1863 1864

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1865
			if ( material.lights ) {
M
Mr.doob 已提交
1866

1867
				// the current material requires lighting info
M
Mr.doob 已提交
1868

T
tschw 已提交
1869 1870 1871 1872 1873 1874
				// 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
1875

T
tschw 已提交
1876
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1877

T
tschw 已提交
1878
			}
G
gero3 已提交
1879

T
tschw 已提交
1880
			// refresh uniforms common to several materials
G
gero3 已提交
1881

T
tschw 已提交
1882
			if ( fog && material.fog ) {
G
gero3 已提交
1883

T
tschw 已提交
1884
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1885 1886 1887

			}

1888
			if ( material.isMeshBasicMaterial ||
1889 1890 1891
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1892
				material.isMeshNormalMaterial ||
1893
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1894 1895 1896 1897 1898 1899 1900

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1901
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1902 1903 1904

				refreshUniformsLine( m_uniforms, material );

1905
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1906 1907 1908 1909

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

1910
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1911

M
Mr.doob 已提交
1912
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1913

1914
			} else if ( material.isMeshLambertMaterial ) {
1915 1916 1917

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1918 1919 1920 1921
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1922 1923 1924 1925
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1926
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1927 1928 1929

				refreshUniformsPhysical( m_uniforms, material );

1930
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1931

1932
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1933

1934
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1935

1936 1937 1938 1939 1940 1941 1942 1943
				if ( material.displacementMap ) {

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

				}

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

1946
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1947 1948 1949

			}

M
Mr.doob 已提交
1950 1951 1952 1953 1954 1955
			// 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
1956
			WebGLUniforms.upload(
1957
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1958 1959 1960

		}

M
Mr.doob 已提交
1961

T
tschw 已提交
1962
		// common matrices
M
Mr.doob 已提交
1963

M
Mr.doob 已提交
1964 1965
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1966
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1967

T
tschw 已提交
1968
		return program;
A
arose 已提交
1969 1970 1971

	}

M
Mr.doob 已提交
1972 1973
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1974
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1975 1976 1977

		uniforms.opacity.value = material.opacity;

1978
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1979

1980
		if ( material.emissive ) {
M
Mr.doob 已提交
1981

1982
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1983 1984 1985

		}

1986 1987 1988
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1989

1990 1991 1992 1993 1994 1995 1996
		if ( material.lightMap ) {

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

		}

1997
		if ( material.aoMap ) {
1998

1999 2000
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2001 2002 2003

		}

M
Mr.doob 已提交
2004
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2005 2006 2007 2008 2009
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2010
		// 6. emissive map
M
Mr.doob 已提交
2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2022 2023 2024 2025
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2026 2027 2028 2029 2030 2031 2032 2033
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2034 2035 2036 2037 2038 2039 2040 2041
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

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

			uvScaleMap = material.alphaMap;

2046 2047 2048 2049
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2050 2051 2052 2053
		}

		if ( uvScaleMap !== undefined ) {

2054
			// backwards compatibility
2055
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2056 2057 2058 2059 2060

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2061 2062 2063 2064 2065 2066 2067 2068
			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;
2069 2070 2071 2072 2073

		// 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
2074
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2075

2076
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2077 2078
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2079
	}
M
Mr.doob 已提交
2080

M
Mr.doob 已提交
2081
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2082 2083 2084 2085

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

M
Mr.doob 已提交
2086
	}
M
Mr.doob 已提交
2087

M
Mr.doob 已提交
2088
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2089 2090 2091 2092 2093

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

M
Mr.doob 已提交
2094
	}
M
Mr.doob 已提交
2095

M
Mr.doob 已提交
2096
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2097

2098
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2099
		uniforms.opacity.value = material.opacity;
2100
		uniforms.size.value = material.size * _pixelRatio;
2101
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2102 2103 2104

		uniforms.map.value = material.map;

2105 2106 2107 2108 2109 2110 2111 2112 2113
		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
2114
	}
M
Mr.doob 已提交
2115

M
Mr.doob 已提交
2116
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2117 2118 2119

		uniforms.fogColor.value = fog.color;

2120
		if ( fog.isFog ) {
M
Mr.doob 已提交
2121 2122 2123 2124

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

2125
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2126 2127 2128 2129 2130

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2131
	}
M
Mr.doob 已提交
2132

M
Mr.doob 已提交
2133
	function refreshUniformsLambert( uniforms, material ) {
2134 2135 2136 2137 2138 2139 2140 2141 2142

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2143
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2144

2145
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2146
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2147

2148
		if ( material.emissiveMap ) {
2149

2150
			uniforms.emissiveMap.value = material.emissiveMap;
2151

2152
		}
M
Mr.doob 已提交
2153

2154 2155 2156 2157
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2158

2159
		}
M
Mr.doob 已提交
2160

2161 2162 2163 2164 2165 2166
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2167

2168 2169 2170 2171 2172
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2173

2174
		}
2175

T
Takahiro 已提交
2176 2177 2178 2179 2180 2181
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2182
		if ( material.gradientMap ) {
T
Takahiro 已提交
2183

T
Takahiro 已提交
2184
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2185 2186 2187

		}

2188 2189
	}

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

		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
2244
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2245

2246 2247 2248
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2249 2250 2251 2252
		refreshUniformsStandard( uniforms, material );

	}

2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278
	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;

		}

	}

2279 2280
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2281
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2282

M
Mr.doob 已提交
2283
		uniforms.ambientLightColor.needsUpdate = value;
2284

B
Ben Houston 已提交
2285 2286 2287
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2288
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2289
		uniforms.hemisphereLights.needsUpdate = value;
2290

M
Mr.doob 已提交
2291
	}
2292

T
tschw 已提交
2293
	// Lighting
M
Mr.doob 已提交
2294

M
Mr.doob 已提交
2295
	function setupShadows( lights ) {
2296 2297 2298 2299 2300 2301 2302 2303 2304

		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
2305 2306
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2307 2308 2309 2310 2311 2312 2313 2314 2315

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2316
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2317

M
Mr.doob 已提交
2318
		var l, ll, light, shadow,
2319 2320 2321 2322 2323
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2324

2325
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2326

M
Mr.doob 已提交
2327 2328 2329 2330 2331
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2332 2333 2334 2335 2336 2337 2338 2339 2340

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

			light = lights[ l ];

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

2341
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2342

2343
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2344

2345 2346 2347
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2348

2349
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2350

M
Mr.doob 已提交
2351
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2352

2353
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2354
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2355
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2356 2357 2358
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2359
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2360

2361
				if ( light.castShadow ) {
M
Mr.doob 已提交
2362

M
Mr.doob 已提交
2363 2364 2365 2366 2367
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2368

2369 2370
				}

2371
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2372
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2373 2374 2375
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2376

2377
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2378

M
Mr.doob 已提交
2379
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2380 2381 2382

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2383

M
Mr.doob 已提交
2384 2385 2386 2387 2388 2389 2390 2391
				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 );

2392 2393
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2394
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2395

2396
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2397

2398 2399
				if ( light.castShadow ) {

M
Mr.doob 已提交
2400 2401 2402 2403 2404
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2405

2406 2407
				}

2408
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2409
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2410 2411 2412
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
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 2440 2441 2442 2443
			} 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
2444 2445 2446
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2447

2448
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2449

M
Mr.doob 已提交
2450
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2451

M
Mr.doob 已提交
2452 2453
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2454

M
Mr.doob 已提交
2455 2456
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2457 2458
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2459
				uniforms.shadow = light.castShadow;
2460

M
Mr.doob 已提交
2461
				if ( light.castShadow ) {
2462

M
Mr.doob 已提交
2463 2464 2465 2466 2467
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2468 2469

				}
2470

2471
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2472
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2473 2474 2475
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2476

2477
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2478

M
Mr.doob 已提交
2479
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2480 2481 2482 2483

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2484

M
Mr.doob 已提交
2485 2486
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2487

M
Mr.doob 已提交
2488 2489 2490
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2491 2492 2493 2494 2495

			}

		}

M
Mr.doob 已提交
2496 2497 2498
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2499

M
Mr.doob 已提交
2500 2501
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2502
		_lights.rectArea.length = rectAreaLength;
2503
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2504
		_lights.hemi.length = hemiLength;
2505

2506 2507
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2508

M
Mr.doob 已提交
2509
	}
M
Mr.doob 已提交
2510 2511 2512 2513 2514

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2515
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2516
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2517 2518 2519 2520 2521

	};

	// Textures

T
tschw 已提交
2522 2523 2524 2525 2526 2527
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2528
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2529 2530 2531 2532 2533 2534 2535 2536 2537

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2538
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2539

2540
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2541
	this.setTexture2D = ( function () {
T
tschw 已提交
2542

2543
		var warned = false;
T
tschw 已提交
2544

2545
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2546
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2547

T
Takahiro 已提交
2548
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2549

2550
				if ( ! warned ) {
T
tschw 已提交
2551

2552 2553
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2554

2555
				}
T
tschw 已提交
2556

2557
				texture = texture.texture;
T
tschw 已提交
2558

2559
			}
T
tschw 已提交
2560

2561
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2562

2563
		};
T
tschw 已提交
2564

2565
	}() );
T
tschw 已提交
2566

M
Mr.doob 已提交
2567
	this.setTexture = ( function () {
2568 2569 2570

		var warned = false;

W
WestLangley 已提交
2571
		return function setTexture( texture, slot ) {
2572 2573 2574 2575 2576 2577 2578 2579

			if ( ! warned ) {

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

			}

2580
			textures.setTexture2D( texture, slot );
2581 2582 2583 2584 2585

		};

	}() );

M
Mr.doob 已提交
2586
	this.setTextureCube = ( function () {
2587 2588 2589

		var warned = false;

W
WestLangley 已提交
2590
		return function setTextureCube( texture, slot ) {
2591 2592

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2593
			if ( texture && texture.isWebGLRenderTargetCube ) {
2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607

				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
2608
			if ( ( texture && texture.isCubeTexture ) ||
2609
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2610 2611 2612 2613

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2614
				textures.setTextureCube( texture, slot );
2615 2616 2617 2618 2619

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2620
				textures.setTextureCubeDynamic( texture, slot );
2621 2622 2623 2624 2625 2626

			}

		};

	}() );
T
tschw 已提交
2627

2628
	this.getRenderTarget = function () {
2629 2630 2631

		return _currentRenderTarget;

M
Michael Herzog 已提交
2632
	};
2633

2634
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2635

2636 2637
		_currentRenderTarget = renderTarget;

2638
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2639

2640
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2641 2642 2643

		}

T
Takahiro 已提交
2644
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2645
		var framebuffer;
M
Mr.doob 已提交
2646 2647 2648

		if ( renderTarget ) {

2649
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2650

M
Mr.doob 已提交
2651 2652
			if ( isCube ) {

2653
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2654 2655 2656

			} else {

2657
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2658 2659 2660

			}

2661 2662
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2663

2664
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2665 2666 2667 2668 2669

		} else {

			framebuffer = null;

2670
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2671
			_currentScissorTest = _scissorTest;
2672

2673
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2674 2675 2676

		}

M
Mr.doob 已提交
2677
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2678 2679 2680 2681 2682 2683

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

		}

2684 2685
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2686

2687
		state.viewport( _currentViewport );
2688

M
Mr.doob 已提交
2689 2690 2691
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2692
			_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
2693 2694 2695

		}

M
Mr.doob 已提交
2696 2697
	};

M
Mr.doob 已提交
2698
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2699

T
Takahiro 已提交
2700
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2701

2702
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2703
			return;
2704

G
gero3 已提交
2705
		}
2706

M
Mr.doob 已提交
2707
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2708

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

G
gero3 已提交
2711
			var restore = false;
2712

M
Mr.doob 已提交
2713
			if ( framebuffer !== _currentFramebuffer ) {
2714

M
Mr.doob 已提交
2715
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2716

G
gero3 已提交
2717
				restore = true;
2718

G
gero3 已提交
2719
			}
2720

M
Mr.doob 已提交
2721
			try {
2722

M
Mr.doob 已提交
2723
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2724 2725
				var textureFormat = texture.format;
				var textureType = texture.type;
2726

M
Mr.doob 已提交
2727
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2728

M
Mr.doob 已提交
2729 2730
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2731

M
Mr.doob 已提交
2732
				}
2733

M
Mr.doob 已提交
2734
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2735 2736
					! ( 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' ) ) ) {
2737

M
Mr.doob 已提交
2738 2739
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2740

M
Mr.doob 已提交
2741
				}
2742

M
Mr.doob 已提交
2743
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2744

2745 2746
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2747
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2748

M
Mr.doob 已提交
2749
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2750 2751

					}
2752

M
Mr.doob 已提交
2753
				} else {
M
Mr.doob 已提交
2754

M
Mr.doob 已提交
2755 2756 2757
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2758

M
Mr.doob 已提交
2759
			} finally {
M
Mr.doob 已提交
2760

M
Mr.doob 已提交
2761 2762 2763
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2764

M
Mr.doob 已提交
2765 2766 2767
				}

			}
M
Mr.doob 已提交
2768 2769 2770

		}

M
Mr.doob 已提交
2771 2772
	};

M
Mr.doob 已提交
2773 2774
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2775
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2776

2777 2778
		var extension;

R
Rich Harris 已提交
2779 2780 2781
		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
2782

R
Rich Harris 已提交
2783 2784 2785
		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
2786

R
Rich Harris 已提交
2787 2788 2789
		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
2790

R
Rich Harris 已提交
2791 2792 2793 2794
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
M
Mr.doob 已提交
2795

R
Rich Harris 已提交
2796 2797 2798 2799 2800 2801
		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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Mr.doob 已提交
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2803
		if ( p === HalfFloatType ) {
2804

2805
			extension = extensions.get( 'OES_texture_half_float' );
2806

2807
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2808 2809 2810

		}

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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;
2817
		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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2836 2837
		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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Mr.doob 已提交
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2839
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2840

2841 2842 2843 2844 2845 2846 2847 2848
			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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Mr.doob 已提交
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		}

2852
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2853
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2854

2855
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2857 2858 2859 2860 2861 2862 2863 2864
			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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Pierre Lepers 已提交
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		}

2868
		if ( p === RGB_ETC1_Format ) {
2869

2870
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2871

2872
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2873 2874 2875

		}

2876 2877 2878
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2879

2880
			if ( extension !== null ) {
2881

2882 2883 2884 2885
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2886 2887 2888

		}

2889
		if ( p === UnsignedInt248Type ) {
2890

2891
			extension = extensions.get( 'WEBGL_depth_texture' );
2892

2893
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2894 2895 2896

		}

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		return 0;

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	}
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}
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2904
export { WebGLRenderer };