WebGLRenderer.js 56.8 KB
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import { REVISION, RGBAFormat, HalfFloatType, FloatType, UnsignedByteType, FrontFaceDirectionCW, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, LinearToneMapping } from '../constants.js';
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import { _Math } from '../math/Math.js';
import { Matrix4 } from '../math/Matrix4.js';
import { DataTexture } from '../textures/DataTexture.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
import { UniformsLib } from './shaders/UniformsLib.js';
import { UniformsUtils } from './shaders/UniformsUtils.js';
import { ShaderLib } from './shaders/ShaderLib.js';
import { WebGLFlareRenderer } from './webgl/WebGLFlareRenderer.js';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
import { WebGLGeometries } from './webgl/WebGLGeometries.js';
import { WebGLLights } from './webgl/WebGLLights.js';
import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
import { WebGLState } from './webgl/WebGLState.js';
import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebVRManager } from './webvr/WebVRManager.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
import { Vector3 } from '../math/Vector3.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { Frustum } from '../math/Frustum.js';
import { Vector4 } from '../math/Vector4.js';
import { WebGLUtils } from './webgl/WebGLUtils.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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	var extensions, capabilities, state;
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	var properties, textures, attributes, geometries, objects, lights;
	var programCache, renderLists;
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	var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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	var flareRenderer, spriteRenderer;
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	var utils;

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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
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		extensions.get( 'OES_element_index_uint' );
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		extensions.get( 'ANGLE_instanced_arrays' );
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		utils = new WebGLUtils( _gl, extensions );

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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, utils );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory );
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		attributes = new WebGLAttributes( _gl );
		geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
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		objects = new WebGLObjects( geometries, _infoRender );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		lights = new WebGLLights();
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		renderLists = new WebGLRenderLists();
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		background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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		flareRenderer = new WebGLFlareRenderer( _this, _gl, state, textures, capabilities );
		spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
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		_this.info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;

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	}

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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	this.forceContextRestore = function () {

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

	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

		if ( device && device.isPresenting ) {

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

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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	this.getClearColor = function() {

		return background.getClearColor();

	};

	this.setClearColor = function () {

		background.setClearColor.apply( background, arguments );

	};

	this.getClearAlpha = function() {

		return background.getClearAlpha();

	};

	this.setClearAlpha = function() {

		background.setClearAlpha.apply( background, arguments );

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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

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		vr.dispose();
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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

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		_isContextLost = true;

	}

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

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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

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

		if ( object.hasNormals ) {

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

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( programAttributes.normal );
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643
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
644 645 646 647 648

		}

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

649
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
650
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
651

652
			state.enableAttribute( programAttributes.uv );
653

654
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
655 656 657

		}

R
Rich Harris 已提交
658
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
659

660
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
661
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
662

663
			state.enableAttribute( programAttributes.color );
664

665
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
666 667 668

		}

669
		state.disableUnusedAttributes();
670

M
Mr.doob 已提交
671 672 673 674 675 676
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

677
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
678

679
		state.setMaterial( material );
M
Mr.doob 已提交
680

M
Mr.doob 已提交
681
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
682
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
683

M
Mr.doob 已提交
684
		var updateBuffers = false;
M
Mr.doob 已提交
685 686 687 688 689 690 691 692

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

693
		if ( object.morphTargetInfluences ) {
694

695
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
696 697 698 699 700

			updateBuffers = true;

		}

701 702
		//

703
		var index = geometry.index;
704
		var position = geometry.attributes.position;
705
		var rangeFactor = 1;
706

707 708
		if ( material.wireframe === true ) {

709
			index = geometries.getWireframeAttribute( geometry );
710
			rangeFactor = 2;
711 712 713

		}

M
Mr.doob 已提交
714
		var attribute;
M
Mr.doob 已提交
715
		var renderer = bufferRenderer;
716

717
		if ( index !== null ) {
718

M
Mr.doob 已提交
719
			attribute = attributes.get( index );
720

721
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
722
			renderer.setIndex( attribute );
723

724
		}
M
Mr.doob 已提交
725

726
		if ( updateBuffers ) {
M
Mr.doob 已提交
727

728
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
729

730
			if ( index !== null ) {
731

M
Mr.doob 已提交
732
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
733 734 735

			}

736
		}
737

738 739
		//

740
		var dataCount = 0;
741

M
Mr.doob 已提交
742
		if ( index !== null ) {
743

M
Mr.doob 已提交
744
			dataCount = index.count;
745

M
Mr.doob 已提交
746
		} else if ( position !== undefined ) {
747

M
Mr.doob 已提交
748
			dataCount = position.count;
749

M
Mr.doob 已提交
750
		}
751

M
Mr.doob 已提交
752 753
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
754

M
Mr.doob 已提交
755 756
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
757

M
Mr.doob 已提交
758 759
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
760 761 762

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

763 764
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
765
		//
766

767
		if ( object.isMesh ) {
768

769
			if ( material.wireframe === true ) {
770

771
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
772
				renderer.setMode( _gl.LINES );
773

774
			} else {
M
Mr.doob 已提交
775 776

				switch ( object.drawMode ) {
777

R
Rich Harris 已提交
778
					case TrianglesDrawMode:
B
Ben Adams 已提交
779 780 781
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
782
					case TriangleStripDrawMode:
B
Ben Adams 已提交
783 784 785
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
786
					case TriangleFanDrawMode:
B
Ben Adams 已提交
787 788 789 790
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
791

792
			}
793

794

795
		} else if ( object.isLine ) {
796

797
			var lineWidth = material.linewidth;
798

799
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
800

801
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
802

803
			if ( object.isLineSegments ) {
804

805
				renderer.setMode( _gl.LINES );
806

807 808 809 810
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

811
			} else {
812

813
				renderer.setMode( _gl.LINE_STRIP );
814 815

			}
M
Mr.doob 已提交
816

817
		} else if ( object.isPoints ) {
818 819

			renderer.setMode( _gl.POINTS );
820 821

		}
822

T
Takahiro 已提交
823
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
824 825 826

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
827
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
828

J
jfranc 已提交
829
			}
830 831 832

		} else {

M
Mr.doob 已提交
833
			renderer.render( drawStart, drawCount );
834

M
Mr.doob 已提交
835 836 837 838
		}

	};

839
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
840

T
Takahiro 已提交
841
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
842

843
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
844

845
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
846
				return;
B
Ben Adams 已提交
847

M
Mr.doob 已提交
848 849 850
			}

		}
B
Ben Adams 已提交
851

852 853
		if ( startIndex === undefined ) startIndex = 0;

854 855
		state.initAttributes();

856
		var geometryAttributes = geometry.attributes;
857

858
		var programAttributes = program.getAttributes();
859

860
		var materialDefaultAttributeValues = material.defaultAttributeValues;
861

862
		for ( var name in programAttributes ) {
863

864
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
865

M
Mr.doob 已提交
866
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
867

868
				var geometryAttribute = geometryAttributes[ name ];
869

M
Mr.doob 已提交
870
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
871

872
					var normalized = geometryAttribute.normalized;
873
					var size = geometryAttribute.itemSize;
874

M
Mr.doob 已提交
875
					var attribute = attributes.get( geometryAttribute );
876

877 878 879 880
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
881 882 883
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
884

A
aardgoose 已提交
885
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
886

M
Mr.doob 已提交
887 888 889 890
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
891
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
892

893
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
894

M
Mr.doob 已提交
895
							if ( geometry.maxInstancedCount === undefined ) {
896

D
dubejf 已提交
897
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
898

M
Mr.doob 已提交
899
							}
B
Ben Adams 已提交
900

M
Mr.doob 已提交
901
						} else {
B
Ben Adams 已提交
902

M
Mr.doob 已提交
903
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
904

M
Mr.doob 已提交
905
						}
B
Ben Adams 已提交
906

M
Mr.doob 已提交
907
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
908
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
909

M
Mr.doob 已提交
910
					} else {
B
Ben Adams 已提交
911

A
aardgoose 已提交
912
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
913

914
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
915

M
Mr.doob 已提交
916
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
917

D
dubejf 已提交
918
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
919

M
Mr.doob 已提交
920
							}
B
Ben Adams 已提交
921

M
Mr.doob 已提交
922 923 924 925
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
926
						}
B
Ben Adams 已提交
927

M
Mr.doob 已提交
928
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
929
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
930

B
Ben Adams 已提交
931
					}
M
Mr.doob 已提交
932

933 934
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
935
					var value = materialDefaultAttributeValues[ name ];
936

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

939
						switch ( value.length ) {
M
Mr.doob 已提交
940

941 942 943
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
944

945 946 947
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
948

949 950 951
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
952

953 954
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
955 956

						}
M
Mr.doob 已提交
957 958 959 960 961 962 963 964

					}

				}

			}

		}
965

966
		state.disableUnusedAttributes();
967

M
Mr.doob 已提交
968 969
	}

M
Mr.doob 已提交
970
	// Compile
M
Mr.doob 已提交
971

M
Mr.doob 已提交
972
	this.compile = function ( scene, camera ) {
973

974 975
		lightsArray.length = 0;
		shadowsArray.length = 0;
976

M
Mr.doob 已提交
977
		scene.traverse( function ( object ) {
G
gero3 已提交
978 979

			if ( object.isLight ) {
M
Mr.doob 已提交
980

981 982 983 984 985 986 987
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
988

G
gero3 已提交
989
			}
M
Mr.doob 已提交
990 991 992

		} );

993
		lights.setup( lightsArray, shadowsArray, camera );
M
Mr.doob 已提交
994 995 996 997 998

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
999
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1000

G
gero3 已提交
1001
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1002 1003 1004

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

G
gero3 已提交
1005
					}
M
Mr.doob 已提交
1006

G
gero3 已提交
1007
				} else {
M
Mr.doob 已提交
1008 1009 1010

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

G
gero3 已提交
1011
				}
M
Mr.doob 已提交
1012

G
gero3 已提交
1013
			}
M
Mr.doob 已提交
1014 1015

		} );
G
gero3 已提交
1016 1017

	};
1018

1019
	// Animation Loop
M
Mr.doob 已提交
1020

1021 1022
	var isAnimating = false;
	var onAnimationFrame = null;
1023

1024
	function start() {
1025

1026 1027
		if ( isAnimating ) return;
		( vr.getDevice() || window ).requestAnimationFrame( loop );
1028
		isAnimating = true;
1029

1030
	}
1031

1032
	function loop( time ) {
1033

1034 1035
		if ( onAnimationFrame !== null ) onAnimationFrame( time );
		( vr.getDevice() || window ).requestAnimationFrame( loop );
1036

1037 1038 1039
	}

	this.animate = function ( callback ) {
1040

1041 1042
		onAnimationFrame = callback;
		start();
1043 1044 1045

	};

1046 1047
	// Rendering

M
Mr.doob 已提交
1048
	this.render = function ( scene, camera, renderTarget, forceClear ) {
1049

0
06wj 已提交
1050
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1051

1052
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1053 1054 1055 1056
			return;

		}

1057 1058
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1059 1060
		// reset caching for this frame

1061
		_currentGeometryProgram = '';
1062
		_currentMaterialId = - 1;
1063
		_currentCamera = null;
M
Mr.doob 已提交
1064 1065 1066

		// update scene graph

1067
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1068 1069 1070

		// update camera matrices and frustum

1071
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1072

1073 1074 1075 1076 1077 1078
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1079 1080 1081
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

1082 1083 1084
		lightsArray.length = 0;
		shadowsArray.length = 0;

1085 1086
		spritesArray.length = 0;
		flaresArray.length = 0;
M
Mr.doob 已提交
1087

T
tschw 已提交
1088
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1089
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1090

1091 1092 1093
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1094
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1095

M
Mr.doob 已提交
1096
		if ( _this.sortObjects === true ) {
1097

1098
			currentRenderList.sort();
M
Mr.doob 已提交
1099

1100 1101
		}

M
Mr.doob 已提交
1102
		//
M
Mr.doob 已提交
1103

T
tschw 已提交
1104
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1105

1106
		shadowMap.render( shadowsArray, scene, camera );
M
Mr.doob 已提交
1107

1108
		lights.setup( lightsArray, shadowsArray, camera );
1109

T
tschw 已提交
1110
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1111

M
Mr.doob 已提交
1112 1113
		//

M
Mr.doob 已提交
1114
		_infoRender.frame ++;
1115 1116 1117 1118
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1119

1120 1121 1122 1123 1124 1125
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1126 1127
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1128 1129
		//

1130
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1131

1132
		// render scene
M
Mr.doob 已提交
1133

1134 1135
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
M
Mr.doob 已提交
1136

1137
		if ( scene.overrideMaterial ) {
M
Mr.doob 已提交
1138

1139
			var overrideMaterial = scene.overrideMaterial;
1140

1141 1142
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
Mr.doob 已提交
1143

1144
		} else {
M
Mr.doob 已提交
1145

1146
			// opaque pass (front-to-back order)
M
Mr.doob 已提交
1147

1148
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1149

1150
			// transparent pass (back-to-front order)
1151

1152
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1153 1154 1155

		}

1156
		// custom renderers
M
Mr.doob 已提交
1157

1158 1159
		spriteRenderer.render( spritesArray, scene, camera );
		flareRenderer.render( flaresArray, scene, camera, _currentViewport );
M
Mr.doob 已提交
1160 1161 1162

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

M
Mr.doob 已提交
1163 1164
		if ( renderTarget ) {

1165
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1166 1167 1168

		}

1169
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1170

1171 1172 1173
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1174

1175 1176
		state.setPolygonOffset( false );

M
Mr.doob 已提交
1177 1178 1179 1180 1181
		if ( vr.enabled ) {

			vr.submitFrame();

		}
M
Mr.doob 已提交
1182

M
Mr.doob 已提交
1183 1184 1185
		// _gl.finish();

	};
M
Mr.doob 已提交
1186

1187
	/*
M
Mr.doob 已提交
1188 1189
	// TODO Duplicated code (Frustum)

1190 1191
	var _sphere = new Sphere();

T
tschw 已提交
1192 1193 1194 1195 1196 1197 1198
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1199
		_sphere.copy( geometry.boundingSphere ).
1200
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216

		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
1217 1218

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1219 1220 1221 1222

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234

		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
1235
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1236 1237 1238 1239

		return true;

	}
1240
	*/
T
tschw 已提交
1241

M
Mr.doob 已提交
1242
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1243

1244
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1245

1246
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1247

1248
		if ( visible ) {
1249

1250
			if ( object.isLight ) {
M
Mr.doob 已提交
1251

1252 1253 1254 1255 1256 1257 1258
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
1259

1260
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1261

1262
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1263

1264
					spritesArray.push( object );
M
Mr.doob 已提交
1265

1266
				}
M
Mr.doob 已提交
1267

1268
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1269

1270
				flaresArray.push( object );
M
Mr.doob 已提交
1271

1272
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1273

1274
				if ( sortObjects ) {
M
Mr.doob 已提交
1275

1276 1277
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1278

1279
				}
M
Mr.doob 已提交
1280

1281
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1282

1283
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1284

1285
				if ( object.isSkinnedMesh ) {
1286

1287
					object.skeleton.update();
1288

1289
				}
1290

1291
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1292

1293 1294 1295 1296 1297 1298
					if ( sortObjects ) {

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

					}
1299

1300 1301
					var geometry = objects.update( object );
					var material = object.material;
1302

1303
					if ( Array.isArray( material ) ) {
1304

1305
						var groups = geometry.groups;
1306

1307
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1308

1309 1310
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1311

1312
							if ( groupMaterial && groupMaterial.visible ) {
1313

1314 1315 1316
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1317

M
Mr.doob 已提交
1318
						}
M
Mr.doob 已提交
1319

1320
					} else if ( material.visible ) {
1321

1322
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1323

1324
					}
M
Mr.doob 已提交
1325

1326
				}
M
Mr.doob 已提交
1327

1328
			}
M
Mr.doob 已提交
1329

M
Mr.doob 已提交
1330
		}
M
Mr.doob 已提交
1331

M
Mr.doob 已提交
1332
		var children = object.children;
M
Mr.doob 已提交
1333

M
Mr.doob 已提交
1334 1335
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1336
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1337

1338
		}
1339

1340
	}
M
Mr.doob 已提交
1341

1342
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1343

1344
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1345

1346
			var renderItem = renderList[ i ];
1347

1348 1349 1350 1351
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1352

1353
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1354

1355 1356
				_currentArrayCamera = camera;

1357
				var cameras = camera.cameras;
1358

1359
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1360

1361
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1362

1363
					if ( object.layers.test( camera2.layers ) ) {
1364

1365
						var bounds = camera2.bounds;
M
Mr.doob 已提交
1366

1367 1368 1369 1370 1371
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;

1372
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1373 1374 1375 1376

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

					}
M
Mr.doob 已提交
1377

1378
				}
1379

1380
			} else {
M
Mr.doob 已提交
1381

1382 1383
				_currentArrayCamera = null;

1384
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1385

1386
			}
M
Mr.doob 已提交
1387

1388
		}
M
Mr.doob 已提交
1389

1390
	}
G
gero3 已提交
1391

M
Mr.doob 已提交
1392 1393
	function renderObject( object, scene, camera, geometry, material, group ) {

1394 1395
		object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

M
Mr.doob 已提交
1415 1416
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1417 1418
	}

1419
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1420

1421
		var materialProperties = properties.get( material );
G
gero3 已提交
1422

T
tschw 已提交
1423
		var parameters = programCache.getParameters(
1424
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1425

G
gero3 已提交
1426
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1427

1428
		var program = materialProperties.program;
T
tschw 已提交
1429
		var programChange = true;
1430

1431
		if ( program === undefined ) {
B
Ben Adams 已提交
1432

M
Mr.doob 已提交
1433 1434
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1435

1436
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1437

M
Mr.doob 已提交
1438
			// changed glsl or parameters
1439
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1440

G
gero3 已提交
1441
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1442

T
tschw 已提交
1443
			// same glsl and uniform list
T
tschw 已提交
1444 1445
			return;

T
tschw 已提交
1446
		} else {
B
Ben Adams 已提交
1447

T
tschw 已提交
1448 1449
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1450 1451 1452

		}

1453
		if ( programChange ) {
B
Ben Adams 已提交
1454

1455
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1456

R
Rich Harris 已提交
1457
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1458

1459
				materialProperties.shader = {
1460
					name: material.type,
1461
					uniforms: UniformsUtils.clone( shader.uniforms ),
1462 1463 1464
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1465

1466
			} else {
B
Ben Adams 已提交
1467

1468
				materialProperties.shader = {
1469 1470 1471 1472 1473
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1474

1475
			}
G
gero3 已提交
1476

1477
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1478

1479
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1480

1481 1482
			materialProperties.program = program;
			material.program = program;
1483 1484 1485

		}

1486
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1487 1488 1489 1490 1491

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1492
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1493

1494
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1508
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1509

1510
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1511 1512 1513 1514 1515 1516 1517 1518 1519

					material.numSupportedMorphNormals ++;

				}

			}

		}

1520
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1521

1522
		if ( ! material.isShaderMaterial &&
1523 1524
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1525

T
tschw 已提交
1526
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1527
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1528
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1529 1530 1531

		}

1532
		materialProperties.fog = fog;
1533

1534
		// store the light setup it was created for
1535

1536
		materialProperties.lightsHash = lights.state.hash;
1537

M
Mr.doob 已提交
1538
		if ( material.lights ) {
1539 1540 1541

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

1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1555
			// TODO (abelnation): add area lights shadow info to uniforms
1556

1557 1558
		}

T
tschw 已提交
1559 1560
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1561
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1562

T
tschw 已提交
1563
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1564

M
Mr.doob 已提交
1565
	}
M
Mr.doob 已提交
1566

1567
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1568 1569 1570

		_usedTextureUnits = 0;

1571
		var materialProperties = properties.get( material );
1572

T
tschw 已提交
1573 1574 1575 1576 1577
		if ( _clippingEnabled ) {

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

				var useCache =
1578 1579
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1580 1581 1582 1583

				// 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
1584
				_clipping.setState(
1585 1586
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1587 1588 1589 1590 1591

			}

		}

1592
		if ( material.needsUpdate === false ) {
1593

1594
			if ( materialProperties.program === undefined ) {
1595

1596
				material.needsUpdate = true;
1597

1598
			} else if ( material.fog && materialProperties.fog !== fog ) {
1599

M
Mr.doob 已提交
1600
				material.needsUpdate = true;
1601

1602
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1603

1604
				material.needsUpdate = true;
1605

1606
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1607
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1608
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1609 1610 1611

				material.needsUpdate = true;

1612
			}
1613 1614 1615 1616

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1617

1618
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1619 1620 1621 1622
			material.needsUpdate = false;

		}

1623
		var refreshProgram = false;
M
Mr.doob 已提交
1624
		var refreshMaterial = false;
1625
		var refreshLights = false;
M
Mr.doob 已提交
1626

1627
		var program = materialProperties.program,
1628
			p_uniforms = program.getUniforms(),
1629
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1630

1631
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1632

1633
			refreshProgram = true;
M
Mr.doob 已提交
1634
			refreshMaterial = true;
1635
			refreshLights = true;
M
Mr.doob 已提交
1636 1637 1638 1639 1640 1641

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1642

M
Mr.doob 已提交
1643 1644 1645 1646
			refreshMaterial = true;

		}

1647
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1648

M
Mr.doob 已提交
1649
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1650

G
gero3 已提交
1651
			if ( capabilities.logarithmicDepthBuffer ) {
1652

T
tschw 已提交
1653
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1654
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1655 1656 1657

			}

1658
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1659

1660
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1661

1662
				_currentCamera = ( _currentArrayCamera || camera );
1663 1664 1665 1666 1667 1668

				// 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
1669
				refreshLights = true;		// remains set until update done
1670 1671

			}
M
Mr.doob 已提交
1672

1673 1674 1675
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1676
			if ( material.isShaderMaterial ||
1677 1678 1679
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1680

T
tschw 已提交
1681 1682 1683
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1684

T
tschw 已提交
1685
					uCamPos.setValue( _gl,
1686
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1687 1688 1689 1690 1691

				}

			}

1692
			if ( material.isMeshPhongMaterial ||
1693 1694 1695 1696
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1697
				material.skinning ) {
1698

T
tschw 已提交
1699
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1700 1701 1702

			}

M
Mr.doob 已提交
1703 1704 1705 1706 1707 1708
		}

		// 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

1709
		if ( material.skinning ) {
M
Mr.doob 已提交
1710

T
tschw 已提交
1711 1712
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1713

T
tschw 已提交
1714
			var skeleton = object.skeleton;
1715

T
tschw 已提交
1716
			if ( skeleton ) {
1717

1718 1719
				var bones = skeleton.bones;

1720
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1721

1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732
					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
1733
						size = _Math.ceilPowerOfTwo( size );
1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746
						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
1747 1748
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1749

T
tschw 已提交
1750
				} else {
M
Mr.doob 已提交
1751

T
tschw 已提交
1752
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1753 1754 1755 1756 1757 1758 1759 1760 1761

				}

			}

		}

		if ( refreshMaterial ) {

1762 1763 1764
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1765
			if ( material.lights ) {
M
Mr.doob 已提交
1766

1767
				// the current material requires lighting info
M
Mr.doob 已提交
1768

T
tschw 已提交
1769 1770 1771 1772 1773 1774
				// 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
1775

T
tschw 已提交
1776
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1777

T
tschw 已提交
1778
			}
G
gero3 已提交
1779

T
tschw 已提交
1780
			// refresh uniforms common to several materials
G
gero3 已提交
1781

T
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1782
			if ( fog && material.fog ) {
G
gero3 已提交
1783

T
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1784
				refreshUniformsFog( m_uniforms, fog );
M
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1785 1786 1787

			}

1788
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1789 1790 1791

				refreshUniformsCommon( m_uniforms, material );

1792
			} else if ( material.isMeshLambertMaterial ) {
M
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1793

1794 1795
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
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1796

1797
			} else if ( material.isMeshPhongMaterial ) {
M
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1798

1799
				refreshUniformsCommon( m_uniforms, material );
M
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1800

1801
				if ( material.isMeshToonMaterial ) {
M
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1802

1803
					refreshUniformsToon( m_uniforms, material );
M
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1804

1805
				} else {
M
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1806

1807
					refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
1808

1809
				}
1810

1811
			} else if ( material.isMeshStandardMaterial ) {
1812

1813
				refreshUniformsCommon( m_uniforms, material );
T
Takahiro 已提交
1814

1815
				if ( material.isMeshPhysicalMaterial ) {
T
Takahiro 已提交
1816

1817
					refreshUniformsPhysical( m_uniforms, material );
1818

1819
				} else {
1820

1821
					refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1822

1823
				}
W
WestLangley 已提交
1824

1825
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1826

1827
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1828
				refreshUniformsDepth( m_uniforms, material );
1829

W
WestLangley 已提交
1830
			} else if ( material.isMeshDistanceMaterial ) {
1831

1832
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1833
				refreshUniformsDistance( m_uniforms, material );
1834

1835
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1836

1837
				refreshUniformsCommon( m_uniforms, material );
1838
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1839

1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1854 1855 1856 1857 1858
			} else if ( material.isShadowMaterial ) {

				m_uniforms.color.value = material.color;
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1859 1860
			}

M
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1861 1862 1863 1864 1865 1866
			// 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
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1867
			WebGLUniforms.upload(
1868
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1869 1870 1871

		}

M
Mr.doob 已提交
1872

T
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1873
		// common matrices
M
Mr.doob 已提交
1874

M
Mr.doob 已提交
1875 1876
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1877
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1878

T
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1879
		return program;
A
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1880 1881 1882

	}

M
Mr.doob 已提交
1883 1884
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1885
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1886 1887 1888

		uniforms.opacity.value = material.opacity;

1889 1890 1891 1892 1893
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1894

1895
		if ( material.emissive ) {
M
Mr.doob 已提交
1896

1897
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1898 1899 1900

		}

1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// 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
			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

			uniforms.reflectivity.value = material.reflectivity;
			uniforms.refractionRatio.value = material.refractionRatio;

		}
M
Mr.doob 已提交
1933

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

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

		}

1941
		if ( material.aoMap ) {
1942

1943 1944
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1945 1946 1947

		}

M
Mr.doob 已提交
1948
		// uv repeat and offset setting priorities
M
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1949 1950 1951 1952 1953
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1954
		// 6. emissive map
M
Mr.doob 已提交
1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1966 1967 1968 1969
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1970 1971 1972 1973 1974 1975 1976 1977
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1978 1979 1980 1981 1982 1983 1984 1985
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1986 1987 1988 1989
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1990 1991 1992 1993
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
1994 1995 1996 1997
		}

		if ( uvScaleMap !== undefined ) {

1998
			// backwards compatibility
1999
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2000 2001 2002 2003 2004

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2005
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2006

T
Tentone 已提交
2007 2008 2009 2010
				var offset = uvScaleMap.offset;
				var repeat = uvScaleMap.repeat;
				var rotation = uvScaleMap.rotation;
				var center = uvScaleMap.center;
M
Mr.doob 已提交
2011

T
Tentone 已提交
2012
				uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
W
WestLangley 已提交
2013 2014

			}
M
Mr.doob 已提交
2015

2016 2017
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

M
Mr.doob 已提交
2018 2019
		}

M
Mr.doob 已提交
2020
	}
M
Mr.doob 已提交
2021

M
Mr.doob 已提交
2022
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2023 2024 2025 2026

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

M
Mr.doob 已提交
2027
	}
M
Mr.doob 已提交
2028

M
Mr.doob 已提交
2029
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2030 2031 2032 2033 2034

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

M
Mr.doob 已提交
2035
	}
M
Mr.doob 已提交
2036

M
Mr.doob 已提交
2037
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2038

2039
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2040
		uniforms.opacity.value = material.opacity;
2041
		uniforms.size.value = material.size * _pixelRatio;
2042
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2043 2044 2045

		uniforms.map.value = material.map;

2046 2047
		if ( material.map !== null ) {

W
WestLangley 已提交
2048
			if ( material.map.matrixAutoUpdate === true ) {
2049

T
Tentone 已提交
2050 2051 2052 2053 2054 2055
				var offset = material.map.offset;
				var repeat = material.map.repeat;
				var rotation = material.map.rotation;
				var center = material.map.center;

				material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
W
WestLangley 已提交
2056 2057

			}
2058

2059 2060
			uniforms.uvTransform.value.copy( material.map.matrix );

2061 2062
		}

M
Mr.doob 已提交
2063
	}
M
Mr.doob 已提交
2064

M
Mr.doob 已提交
2065
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2066 2067 2068

		uniforms.fogColor.value = fog.color;

2069
		if ( fog.isFog ) {
M
Mr.doob 已提交
2070 2071 2072 2073

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

2074
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2075 2076 2077 2078 2079

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2080
	}
M
Mr.doob 已提交
2081

M
Mr.doob 已提交
2082
	function refreshUniformsLambert( uniforms, material ) {
2083 2084 2085 2086 2087 2088 2089 2090 2091

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

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

2094
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2095
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2096

2097
		if ( material.emissiveMap ) {
2098

2099
			uniforms.emissiveMap.value = material.emissiveMap;
2100

2101
		}
M
Mr.doob 已提交
2102

2103 2104 2105 2106
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2107

2108
		}
M
Mr.doob 已提交
2109

2110 2111 2112 2113 2114 2115
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2116

2117 2118 2119 2120 2121
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2122

2123
		}
2124

T
Takahiro 已提交
2125 2126 2127 2128 2129 2130
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2131
		if ( material.gradientMap ) {
T
Takahiro 已提交
2132

T
Takahiro 已提交
2133
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2134 2135 2136

		}

2137 2138
	}

M
Mr.doob 已提交
2139
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192

		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
2193
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2194

2195 2196 2197
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2198 2199 2200 2201
		refreshUniformsStandard( uniforms, material );

	}

W
WestLangley 已提交
2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229
	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

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

	}

2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255
	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;

		}

	}

2256 2257
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2258
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2259

M
Mr.doob 已提交
2260
		uniforms.ambientLightColor.needsUpdate = value;
2261

B
Ben Houston 已提交
2262 2263 2264
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2265
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2266
		uniforms.hemisphereLights.needsUpdate = value;
2267

M
Mr.doob 已提交
2268
	}
2269

M
Mr.doob 已提交
2270 2271 2272 2273
	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2274
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2275
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2276 2277 2278 2279 2280

	};

	// Textures

T
tschw 已提交
2281 2282 2283 2284 2285 2286
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2287
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2288 2289 2290 2291 2292 2293 2294 2295 2296

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2297
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2298

2299
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2300
	this.setTexture2D = ( function () {
T
tschw 已提交
2301

2302
		var warned = false;
T
tschw 已提交
2303

2304
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2305
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2306

T
Takahiro 已提交
2307
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2308

2309
				if ( ! warned ) {
T
tschw 已提交
2310

2311 2312
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2313

2314
				}
T
tschw 已提交
2315

2316
				texture = texture.texture;
T
tschw 已提交
2317

2318
			}
T
tschw 已提交
2319

2320
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2321

2322
		};
T
tschw 已提交
2323

2324
	}() );
T
tschw 已提交
2325

M
Mr.doob 已提交
2326
	this.setTexture = ( function () {
2327 2328 2329

		var warned = false;

W
WestLangley 已提交
2330
		return function setTexture( texture, slot ) {
2331 2332 2333 2334 2335 2336 2337 2338

			if ( ! warned ) {

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

			}

2339
			textures.setTexture2D( texture, slot );
2340 2341 2342 2343 2344

		};

	}() );

M
Mr.doob 已提交
2345
	this.setTextureCube = ( function () {
2346 2347 2348

		var warned = false;

W
WestLangley 已提交
2349
		return function setTextureCube( texture, slot ) {
2350 2351

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2352
			if ( texture && texture.isWebGLRenderTargetCube ) {
2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366

				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
2367
			if ( ( texture && texture.isCubeTexture ) ||
2368
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2369 2370 2371 2372

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2373
				textures.setTextureCube( texture, slot );
2374 2375 2376 2377 2378

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2379
				textures.setTextureCubeDynamic( texture, slot );
2380 2381 2382 2383 2384 2385

			}

		};

	}() );
T
tschw 已提交
2386

2387
	this.getRenderTarget = function () {
2388 2389 2390

		return _currentRenderTarget;

M
Michael Herzog 已提交
2391
	};
2392

2393
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2394

2395 2396
		_currentRenderTarget = renderTarget;

2397
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2398

2399
			textures.setupRenderTarget( renderTarget );
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2400 2401 2402

		}

M
Mr.doob 已提交
2403
		var framebuffer = null;
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Mr.doob 已提交
2404
		var isCube = false;
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Mr.doob 已提交
2405 2406 2407

		if ( renderTarget ) {

M
Mr.doob 已提交
2408
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2409

M
Mr.doob 已提交
2410
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2411

M
Mr.doob 已提交
2412
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
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Mr.doob 已提交
2413
				isCube = true;
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Mr.doob 已提交
2414 2415 2416

			} else {

M
Mr.doob 已提交
2417
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2418 2419 2420

			}

M
Mr.doob 已提交
2421
			_currentViewport.copy( renderTarget.viewport );
2422 2423
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2424

M
Mr.doob 已提交
2425 2426
		} else {

M
Mr.doob 已提交
2427
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2428
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2429
			_currentScissorTest = _scissorTest;
2430

M
Mr.doob 已提交
2431 2432
		}

M
Mr.doob 已提交
2433
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2434 2435 2436 2437 2438 2439

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

		}

M
Mr.doob 已提交
2440
		state.viewport( _currentViewport );
2441 2442
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2443

M
Mr.doob 已提交
2444 2445 2446
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2447
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
M
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2448 2449 2450

		}

M
Mr.doob 已提交
2451 2452
	};

M
Mr.doob 已提交
2453
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2454

0
06wj 已提交
2455
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2456

2457
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2458
			return;
2459

G
gero3 已提交
2460
		}
2461

M
Mr.doob 已提交
2462
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2463

M
Mr.doob 已提交
2464
		if ( framebuffer ) {
2465

G
gero3 已提交
2466
			var restore = false;
2467

M
Mr.doob 已提交
2468
			if ( framebuffer !== _currentFramebuffer ) {
2469

M
Mr.doob 已提交
2470
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2471

G
gero3 已提交
2472
				restore = true;
2473

G
gero3 已提交
2474
			}
2475

M
Mr.doob 已提交
2476
			try {
2477

M
Mr.doob 已提交
2478
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2479 2480
				var textureFormat = texture.format;
				var textureType = texture.type;
2481

2482
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2483

M
Mr.doob 已提交
2484 2485
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2486

M
Mr.doob 已提交
2487
				}
2488

2489
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2490 2491
					! ( 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' ) ) ) {
2492

M
Mr.doob 已提交
2493 2494
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2495

M
Mr.doob 已提交
2496
				}
2497

M
Mr.doob 已提交
2498
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2499

2500 2501
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2502
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2503

2504
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2505 2506

					}
2507

M
Mr.doob 已提交
2508
				} else {
M
Mr.doob 已提交
2509

M
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2510 2511 2512
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2513

M
Mr.doob 已提交
2514
			} finally {
M
Mr.doob 已提交
2515

M
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2516 2517 2518
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2519

M
Mr.doob 已提交
2520 2521 2522
				}

			}
M
Mr.doob 已提交
2523 2524 2525

		}

M
Mr.doob 已提交
2526 2527
	};

M
Mr.doob 已提交
2528
}
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Rich Harris 已提交
2529

T
Tristan VALCKE 已提交
2530

2531
export { WebGLRenderer };