WebGLRenderer.js 67.6 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 () {

		extensions.get( 'WEBGL_lose_context' ).loseContext();

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

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		state.initAttributes();
599

600
		var buffers = properties.get( object );
601

602 603 604 605
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
606

607
		var programAttributes = program.getAttributes();
608

M
Mr.doob 已提交
609 610
		if ( object.hasPositions ) {

611
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
612
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
613

614 615
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
616 617 618 619 620

		}

		if ( object.hasNormals ) {

621
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
622

623
			if ( ! material.isMeshPhongMaterial &&
624
				! material.isMeshStandardMaterial &&
625
				! material.isMeshNormalMaterial &&
626
				material.shading === FlatShading ) {
M
Mr.doob 已提交
627

628
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
629

630
					var array = object.normalArray;
M
Mr.doob 已提交
631

632 633 634
					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
635

636 637 638
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
639

640 641 642
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
643

644 645 646
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
647 648 649 650 651 652

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
653

654
			state.enableAttribute( programAttributes.normal );
655

656
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
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657 658 659 660 661

		}

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

662
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
663
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
664

665
			state.enableAttribute( programAttributes.uv );
666

667
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
668 669 670

		}

R
Rich Harris 已提交
671
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
672

673
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
674
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
675

676
			state.enableAttribute( programAttributes.color );
677

678
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
679 680 681

		}

682
		state.disableUnusedAttributes();
683

M
Mr.doob 已提交
684 685 686 687 688 689
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

690
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
691

692
		state.setMaterial( material );
M
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693

M
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694
		var program = setProgram( camera, fog, material, object );
M
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695
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
696

M
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697
		var updateBuffers = false;
M
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698 699 700 701 702 703 704 705 706 707 708 709 710 711

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
712 713
			// TODO Remove allocations

M
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714 715 716 717 718 719 720 721 722
			var activeInfluences = [];

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

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

			}

723
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
724 725 726 727 728 729 730

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

731 732
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
733 734 735 736 737 738 739
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

740
					var index = influence[ 1 ];
M
Mr.doob 已提交
741

742 743
					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
744 745 746

				} else {

747 748
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
749 750 751 752 753

				}

			}

754 755 756 757 758 759
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
760
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
761 762 763 764 765

			updateBuffers = true;

		}

766 767
		//

768
		var index = geometry.index;
769
		var position = geometry.attributes.position;
770
		var rangeFactor = 1;
771

772 773
		if ( material.wireframe === true ) {

774
			index = geometries.getWireframeAttribute( geometry );
775
			rangeFactor = 2;
776 777 778

		}

M
Mr.doob 已提交
779
		var renderer = bufferRenderer;
780

781
		if ( index !== null ) {
782

783 784
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
785

786
		}
M
Mr.doob 已提交
787

788
		if ( updateBuffers ) {
M
Mr.doob 已提交
789

790
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
791

792
			if ( index !== null ) {
793

M
Mr.doob 已提交
794
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
795 796 797

			}

798
		}
799

800 801
		//

802
		var dataCount = 0;
803

M
Mr.doob 已提交
804
		if ( index !== null ) {
805

M
Mr.doob 已提交
806
			dataCount = index.count;
807

M
Mr.doob 已提交
808
		} else if ( position !== undefined ) {
809

M
Mr.doob 已提交
810
			dataCount = position.count;
811

M
Mr.doob 已提交
812
		}
813

M
Mr.doob 已提交
814 815
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
816

M
Mr.doob 已提交
817 818
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
819

M
Mr.doob 已提交
820 821
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
822 823 824

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

825 826
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
827
		//
828

829
		if ( object.isMesh ) {
830

831
			if ( material.wireframe === true ) {
832

833
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
834
				renderer.setMode( _gl.LINES );
835

836
			} else {
M
Mr.doob 已提交
837 838

				switch ( object.drawMode ) {
839

R
Rich Harris 已提交
840
					case TrianglesDrawMode:
B
Ben Adams 已提交
841 842 843
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
844
					case TriangleStripDrawMode:
B
Ben Adams 已提交
845 846 847
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
848
					case TriangleFanDrawMode:
B
Ben Adams 已提交
849 850 851 852
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
853

854
			}
855

856

857
		} else if ( object.isLine ) {
858

859
			var lineWidth = material.linewidth;
860

861
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
862

863
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
864

865
			if ( object.isLineSegments ) {
866

867
				renderer.setMode( _gl.LINES );
868

869 870 871 872
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

873
			} else {
874

875
				renderer.setMode( _gl.LINE_STRIP );
876 877

			}
M
Mr.doob 已提交
878

879
		} else if ( object.isPoints ) {
880 881

			renderer.setMode( _gl.POINTS );
882 883

		}
884

T
Takahiro 已提交
885
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
886 887 888

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
889
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
890

J
jfranc 已提交
891
			}
892 893 894

		} else {

M
Mr.doob 已提交
895
			renderer.render( drawStart, drawCount );
896

M
Mr.doob 已提交
897 898 899 900
		}

	};

901
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
902

M
Mr.doob 已提交
903
		var extension;
B
Ben Adams 已提交
904

T
Takahiro 已提交
905
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
906

M
Mr.doob 已提交
907
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
908

M
Mr.doob 已提交
909
			if ( extension === null ) {
B
Ben Adams 已提交
910

911
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
912
				return;
B
Ben Adams 已提交
913

M
Mr.doob 已提交
914 915 916
			}

		}
B
Ben Adams 已提交
917

918 919
		if ( startIndex === undefined ) startIndex = 0;

920 921
		state.initAttributes();

922
		var geometryAttributes = geometry.attributes;
923

924
		var programAttributes = program.getAttributes();
925

926
		var materialDefaultAttributeValues = material.defaultAttributeValues;
927

928
		for ( var name in programAttributes ) {
929

930
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
931

M
Mr.doob 已提交
932
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
933

934
				var geometryAttribute = geometryAttributes[ name ];
935

M
Mr.doob 已提交
936
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
937

938
					var normalized = geometryAttribute.normalized;
939
					var size = geometryAttribute.itemSize;
940

941
					var attributeProperties = attributes.get( geometryAttribute );
942

M
Mr.doob 已提交
943
					var buffer = attributeProperties.buffer;
944 945
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
946

A
aardgoose 已提交
947
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
948

M
Mr.doob 已提交
949 950 951 952
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
953
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
954

M
Mr.doob 已提交
955
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
956

M
Mr.doob 已提交
957
							if ( geometry.maxInstancedCount === undefined ) {
958

D
dubejf 已提交
959
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
960

M
Mr.doob 已提交
961
							}
B
Ben Adams 已提交
962

M
Mr.doob 已提交
963
						} else {
B
Ben Adams 已提交
964

M
Mr.doob 已提交
965
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
966

M
Mr.doob 已提交
967
						}
B
Ben Adams 已提交
968

M
Mr.doob 已提交
969
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
970
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
971

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

A
aardgoose 已提交
974
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
975

M
Mr.doob 已提交
976
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
977

M
Mr.doob 已提交
978
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
979

D
dubejf 已提交
980
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
981

M
Mr.doob 已提交
982
							}
B
Ben Adams 已提交
983

M
Mr.doob 已提交
984 985 986 987
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
988
						}
B
Ben Adams 已提交
989

M
Mr.doob 已提交
990
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
991
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
992

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

995 996
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
997
					var value = materialDefaultAttributeValues[ name ];
998

999
					if ( value !== undefined ) {
M
Mr.doob 已提交
1000

1001
						switch ( value.length ) {
M
Mr.doob 已提交
1002

1003 1004 1005
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1006

1007 1008 1009
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1010

1011 1012 1013
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1014

1015 1016
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1017 1018

						}
M
Mr.doob 已提交
1019 1020 1021 1022 1023 1024 1025 1026

					}

				}

			}

		}
1027

1028
		state.disableUnusedAttributes();
1029

M
Mr.doob 已提交
1030 1031
	}

M
Mr.doob 已提交
1032 1033
	// Sorting

1034
	function absNumericalSort( a, b ) {
1035

1036
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1037 1038 1039

	}

M
Mr.doob 已提交
1040 1041 1042 1043
	// Rendering

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

1044
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1045

1046
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1047 1048 1049 1050 1051 1052
			return;

		}

		// reset caching for this frame

1053
		_currentGeometryProgram = '';
1054
		_currentMaterialId = - 1;
1055
		_currentCamera = null;
M
Mr.doob 已提交
1056 1057 1058

		// update scene graph

1059
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1060 1061 1062

		// update camera matrices and frustum

1063
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1064 1065 1066 1067 1068 1069

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1070
		lights.length = 0;
M
Mr.doob 已提交
1071 1072 1073
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1074
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1075
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1076

1077 1078 1079
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1080
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1081

1082
		currentRenderList.finish();
1083

M
Mr.doob 已提交
1084
		if ( _this.sortObjects === true ) {
1085

1086
			currentRenderList.sort();
M
Mr.doob 已提交
1087

1088 1089
		}

M
Mr.doob 已提交
1090
		//
M
Mr.doob 已提交
1091

T
tschw 已提交
1092
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1093

1094 1095
		setupShadows( lights );

M
Mr.doob 已提交
1096
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1097

1098 1099
		setupLights( lights, camera );

T
tschw 已提交
1100
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1101

M
Mr.doob 已提交
1102 1103
		//

M
Mr.doob 已提交
1104
		_infoRender.frame ++;
1105 1106 1107 1108
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1109

1110 1111 1112 1113 1114 1115
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1116 1117
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1118 1119 1120 1121 1122 1123
		//

		var background = scene.background;

		if ( background === null ) {

1124
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1125

T
Takahiro 已提交
1126
		} else if ( background && background.isColor ) {
1127

1128
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1129
			forceClear = true;
1130 1131 1132 1133 1134 1135 1136 1137 1138

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1139
		if ( background && background.isCubeTexture ) {
M
Mr.doob 已提交
1140

M
Mr.doob 已提交
1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163
			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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1164 1165 1166


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1167
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
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1168

1169 1170
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1171
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
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1172

T
Takahiro 已提交
1173
		} else if ( background && background.isTexture ) {
M
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1174

M
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1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185
			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
1186 1187
			backgroundPlaneMesh.material.map = background;

1188 1189
			objects.update( backgroundPlaneMesh );

M
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1190
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
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1191

M
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1192 1193
		}

1194
		//
M
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1195

1196 1197 1198
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
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1199 1200
		if ( scene.overrideMaterial ) {

1201
			var overrideMaterial = scene.overrideMaterial;
M
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1202

M
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1203 1204
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1205

M
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1206 1207 1208 1209
		} else {

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

R
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1210
			state.setBlending( NoBlending );
M
Mr.doob 已提交
1211
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
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1212 1213 1214

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

M
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1215
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1216 1217 1218 1219 1220

		}

		// custom render plugins (post pass)

M
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1221
		spritePlugin.render( scene, camera );
1222
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1223 1224 1225

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

M
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1226 1227
		if ( renderTarget ) {

1228
			textures.updateRenderTargetMipmap( renderTarget );
M
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1229 1230 1231

		}

1232
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1233

1234 1235 1236
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
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1237 1238 1239 1240

		// _gl.finish();

	};
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1241

1242
	/*
M
Mr.doob 已提交
1243 1244
	// TODO Duplicated code (Frustum)

1245 1246
	var _sphere = new Sphere();

T
tschw 已提交
1247 1248 1249 1250 1251 1252 1253
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1254
		_sphere.copy( geometry.boundingSphere ).
1255
		applyMatrix4( object.matrixWorld );
M
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1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271

		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
1272 1273

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1274 1275 1276 1277

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289

		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
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1290
		} while ( ++ i !== numPlanes );
T
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1291 1292 1293 1294

		return true;

	}
1295
	*/
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1296

M
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1297
	function projectObject( object, camera, sortObjects ) {
M
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1298

M
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1299
		if ( ! object.visible ) return;
M
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1300

M
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1301
		var visible = object.layers.test( camera.layers );
M
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1302

1303 1304 1305
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1306

1307
				lights.push( object );
M
Mr.doob 已提交
1308

1309
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1310

1311
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1312 1313 1314 1315

					sprites.push( object );

				}
M
Mr.doob 已提交
1316

1317
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1318

1319
				lensFlares.push( object );
M
Mr.doob 已提交
1320

1321
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1322

M
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1323
				if ( sortObjects ) {
M
Mr.doob 已提交
1324

M
Mr.doob 已提交
1325 1326
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1327

1328
				}
1329

1330
				currentRenderList.push( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1331

1332
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1333

1334
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1335

1336
					object.skeleton.update();
1337

1338
				}
1339

1340
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1341

M
Mr.doob 已提交
1342
					if ( sortObjects ) {
1343

M
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1344 1345
						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );
1346

M
Mr.doob 已提交
1347
					}
1348

M
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1349 1350
					var geometry = objects.update( object );
					var material = object.material;
1351

M
Mr.doob 已提交
1352
					if ( Array.isArray( material ) ) {
1353

M
Mr.doob 已提交
1354
						var groups = geometry.groups;
1355

M
Mr.doob 已提交
1356
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
1357

M
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1358 1359
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
M
Mr.doob 已提交
1360

M
Mr.doob 已提交
1361
							if ( groupMaterial && groupMaterial.visible ) {
1362

1363
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
1364

M
Mr.doob 已提交
1365
							}
M
Mr.doob 已提交
1366

M
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1367
						}
M
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1368

M
Mr.doob 已提交
1369
					} else if ( material.visible ) {
1370

1371
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1372

1373
					}
M
Mr.doob 已提交
1374

1375
				}
M
Mr.doob 已提交
1376

1377
			}
M
Mr.doob 已提交
1378

M
Mr.doob 已提交
1379
		}
M
Mr.doob 已提交
1380

M
Mr.doob 已提交
1381
		var children = object.children;
M
Mr.doob 已提交
1382

M
Mr.doob 已提交
1383 1384
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1385
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1386

1387
		}
1388

1389
	}
M
Mr.doob 已提交
1390

1391
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1392

M
Mr.doob 已提交
1393
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1394

1395
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1396

1397
			var object = renderItem.object;
M
Mr.doob 已提交
1398 1399 1400
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1401

1402 1403
			object.onBeforeRender( _this, scene, camera, geometry, material, group );

1404 1405
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1406

1407
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1408

1409
				state.setMaterial( material );
M
Mr.doob 已提交
1410

1411
				var program = setProgram( camera, scene.fog, material, object );
M
Mr.doob 已提交
1412

M
Mr.doob 已提交
1413
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1414

M
Mr.doob 已提交
1415
				renderObjectImmediate( object, program, material );
1416

M
Mr.doob 已提交
1417
			} else {
M
Mr.doob 已提交
1418

1419
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1420

M
Mr.doob 已提交
1421
			}
M
Mr.doob 已提交
1422

1423
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1424

1425
		}
M
Mr.doob 已提交
1426

1427
	}
G
gero3 已提交
1428

1429
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1430

1431
		var materialProperties = properties.get( material );
G
gero3 已提交
1432

T
tschw 已提交
1433
		var parameters = programCache.getParameters(
1434
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1435

G
gero3 已提交
1436
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1437

1438
		var program = materialProperties.program;
T
tschw 已提交
1439
		var programChange = true;
1440

1441
		if ( program === undefined ) {
B
Ben Adams 已提交
1442

M
Mr.doob 已提交
1443 1444
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1445

1446
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1447

M
Mr.doob 已提交
1448
			// changed glsl or parameters
1449
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1450

G
gero3 已提交
1451
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1452

T
tschw 已提交
1453
			// same glsl and uniform list
T
tschw 已提交
1454 1455
			return;

T
tschw 已提交
1456
		} else {
B
Ben Adams 已提交
1457

T
tschw 已提交
1458 1459
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1460 1461 1462

		}

1463
		if ( programChange ) {
B
Ben Adams 已提交
1464

1465
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1466

R
Rich Harris 已提交
1467
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1468

1469 1470
				materialProperties.__webglShader = {
					name: material.type,
1471
					uniforms: UniformsUtils.clone( shader.uniforms ),
1472 1473 1474
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1475

1476
			} else {
B
Ben Adams 已提交
1477

1478 1479 1480 1481 1482 1483
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1484

1485
			}
G
gero3 已提交
1486

1487
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1488

1489
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1490

1491 1492
			materialProperties.program = program;
			material.program = program;
1493 1494 1495

		}

1496
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1497 1498 1499 1500 1501

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1502
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1503

1504
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1518
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1519

1520
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1521 1522 1523 1524 1525 1526 1527 1528 1529

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1530 1531
		var uniforms = materialProperties.__webglShader.uniforms;

1532
		if ( ! material.isShaderMaterial &&
1533 1534
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1535

T
tschw 已提交
1536
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1537
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1538
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1539 1540 1541

		}

1542
		materialProperties.fog = fog;
1543

1544
		// store the light setup it was created for
1545

1546
		materialProperties.lightsHash = _lights.hash;
1547

M
Mr.doob 已提交
1548
		if ( material.lights ) {
1549 1550 1551 1552 1553 1554

			// 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;
1555
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1556
			uniforms.pointLights.value = _lights.point;
1557 1558
			uniforms.hemisphereLights.value = _lights.hemi;

1559 1560 1561 1562 1563 1564
			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;
1565
			// TODO (abelnation): add area lights shadow info to uniforms
1566

1567 1568
		}

T
tschw 已提交
1569 1570
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1571
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1572

T
tschw 已提交
1573
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1574

M
Mr.doob 已提交
1575
	}
M
Mr.doob 已提交
1576

1577
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1578 1579 1580

		_usedTextureUnits = 0;

1581
		var materialProperties = properties.get( material );
1582

T
tschw 已提交
1583 1584 1585 1586 1587
		if ( _clippingEnabled ) {

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

				var useCache =
1588 1589
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1590 1591 1592 1593

				// 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
1594
				_clipping.setState(
1595 1596
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1597 1598 1599 1600 1601

			}

		}

1602
		if ( material.needsUpdate === false ) {
1603

1604
			if ( materialProperties.program === undefined ) {
1605

1606
				material.needsUpdate = true;
1607

1608
			} else if ( material.fog && materialProperties.fog !== fog ) {
1609

M
Mr.doob 已提交
1610
				material.needsUpdate = true;
1611

1612
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1613

1614
				material.needsUpdate = true;
1615

1616
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1617
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1618
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1619 1620 1621

				material.needsUpdate = true;

1622
			}
1623 1624 1625 1626

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1627

1628
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1629 1630 1631 1632
			material.needsUpdate = false;

		}

1633
		var refreshProgram = false;
M
Mr.doob 已提交
1634
		var refreshMaterial = false;
1635
		var refreshLights = false;
M
Mr.doob 已提交
1636

1637
		var program = materialProperties.program,
1638
			p_uniforms = program.getUniforms(),
1639
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1640

1641
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1642

1643 1644
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1645

1646
			refreshProgram = true;
M
Mr.doob 已提交
1647
			refreshMaterial = true;
1648
			refreshLights = true;
M
Mr.doob 已提交
1649 1650 1651 1652 1653 1654

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1655

M
Mr.doob 已提交
1656 1657 1658 1659
			refreshMaterial = true;

		}

1660
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1661

T
tschw 已提交
1662
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1663

G
gero3 已提交
1664
			if ( capabilities.logarithmicDepthBuffer ) {
1665

T
tschw 已提交
1666
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1667
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1668 1669 1670 1671

			}


1672 1673 1674 1675 1676 1677 1678 1679 1680
			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
1681
				refreshLights = true;		// remains set until update done
1682 1683

			}
M
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1684

1685 1686 1687
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1688
			if ( material.isShaderMaterial ||
1689 1690 1691
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1692

T
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1693 1694 1695
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1696

T
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1697
					uCamPos.setValue( _gl,
1698
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1699 1700 1701 1702 1703

				}

			}

1704
			if ( material.isMeshPhongMaterial ||
1705 1706 1707 1708
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1709
				material.skinning ) {
1710

T
tschw 已提交
1711
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1712 1713 1714

			}

T
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1715 1716
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1717

M
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1718 1719 1720 1721 1722 1723
		}

		// 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

1724
		if ( material.skinning ) {
M
Mr.doob 已提交
1725

T
tschw 已提交
1726 1727
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1728

T
tschw 已提交
1729
			var skeleton = object.skeleton;
1730

T
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1731
			if ( skeleton ) {
1732

1733 1734
				var bones = skeleton.bones;

1735
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1736

1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

T
tschw 已提交
1762
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
1763
					p_uniforms.set( _gl, skeleton, 'boneTextureSize' );
M
Mr.doob 已提交
1764

T
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1765
				} else {
M
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1766

T
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1767
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1768 1769 1770 1771 1772 1773 1774 1775 1776

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1777
			if ( material.lights ) {
M
Mr.doob 已提交
1778

1779
				// the current material requires lighting info
M
Mr.doob 已提交
1780

T
tschw 已提交
1781 1782 1783 1784 1785 1786
				// 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
1787

T
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1788
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1789

T
tschw 已提交
1790
			}
G
gero3 已提交
1791

T
tschw 已提交
1792
			// refresh uniforms common to several materials
G
gero3 已提交
1793

T
tschw 已提交
1794
			if ( fog && material.fog ) {
G
gero3 已提交
1795

T
tschw 已提交
1796
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1797 1798 1799

			}

1800
			if ( material.isMeshBasicMaterial ||
1801 1802 1803
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1804
				material.isMeshNormalMaterial ||
1805
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1806 1807 1808 1809 1810 1811 1812

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1813
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1814 1815 1816

				refreshUniformsLine( m_uniforms, material );

1817
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1818 1819 1820 1821

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

1822
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1823

M
Mr.doob 已提交
1824
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1825

1826
			} else if ( material.isMeshLambertMaterial ) {
1827 1828 1829

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1830 1831 1832 1833
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1834 1835 1836 1837
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1838
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1839 1840 1841

				refreshUniformsPhysical( m_uniforms, material );

1842
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1843

1844
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1845

1846
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1847

1848 1849 1850 1851 1852 1853 1854 1855
				if ( material.displacementMap ) {

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

				}

1856
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1857

1858
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1859 1860 1861

			}

M
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1862 1863 1864 1865 1866 1867
			// 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
1868
			WebGLUniforms.upload(
1869
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1870 1871 1872

		}

M
Mr.doob 已提交
1873

T
tschw 已提交
1874
		// common matrices
M
Mr.doob 已提交
1875

T
tschw 已提交
1876 1877 1878
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1879

T
tschw 已提交
1880
		return program;
A
arose 已提交
1881 1882 1883

	}

M
Mr.doob 已提交
1884 1885
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1886
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1887 1888 1889

		uniforms.opacity.value = material.opacity;

1890
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1891

1892
		if ( material.emissive ) {
M
Mr.doob 已提交
1893

1894
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1895 1896 1897

		}

1898 1899 1900
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1901

1902 1903 1904 1905 1906 1907 1908
		if ( material.lightMap ) {

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

		}

1909
		if ( material.aoMap ) {
1910

1911 1912
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1913 1914 1915

		}

M
Mr.doob 已提交
1916
		// uv repeat and offset setting priorities
M
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1917 1918 1919 1920 1921
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1922
		// 6. emissive map
M
Mr.doob 已提交
1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1934 1935 1936 1937
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1938 1939 1940 1941 1942 1943 1944 1945
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1946 1947 1948 1949 1950 1951 1952 1953
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1954 1955 1956 1957
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1958 1959 1960 1961
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
1962 1963 1964 1965
		}

		if ( uvScaleMap !== undefined ) {

1966
			// backwards compatibility
1967
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
1968 1969 1970 1971 1972

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
1973 1974 1975 1976 1977 1978 1979 1980
			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;
1981 1982 1983 1984 1985

		// 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
1986
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
1987

1988
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
1989 1990
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
1991
	}
M
Mr.doob 已提交
1992

M
Mr.doob 已提交
1993
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
1994 1995 1996 1997

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

M
Mr.doob 已提交
1998
	}
M
Mr.doob 已提交
1999

M
Mr.doob 已提交
2000
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2001 2002 2003 2004 2005

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

M
Mr.doob 已提交
2006
	}
M
Mr.doob 已提交
2007

M
Mr.doob 已提交
2008
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2009

2010
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2011
		uniforms.opacity.value = material.opacity;
2012
		uniforms.size.value = material.size * _pixelRatio;
2013
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2014 2015 2016

		uniforms.map.value = material.map;

2017 2018 2019 2020 2021 2022 2023 2024 2025
		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
2026
	}
M
Mr.doob 已提交
2027

M
Mr.doob 已提交
2028
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2029 2030 2031

		uniforms.fogColor.value = fog.color;

2032
		if ( fog.isFog ) {
M
Mr.doob 已提交
2033 2034 2035 2036

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

2037
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2038 2039 2040 2041 2042

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2043
	}
M
Mr.doob 已提交
2044

M
Mr.doob 已提交
2045
	function refreshUniformsLambert( uniforms, material ) {
2046 2047 2048 2049 2050 2051 2052 2053 2054

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

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

2057
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2058
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2059

2060
		if ( material.emissiveMap ) {
2061

2062
			uniforms.emissiveMap.value = material.emissiveMap;
2063

2064
		}
M
Mr.doob 已提交
2065

2066 2067 2068 2069
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2070

2071
		}
M
Mr.doob 已提交
2072

2073 2074 2075 2076 2077 2078
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2079

2080 2081 2082 2083 2084
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2085

2086
		}
2087

T
Takahiro 已提交
2088 2089 2090 2091 2092 2093
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2094
		if ( material.gradientMap ) {
T
Takahiro 已提交
2095

T
Takahiro 已提交
2096
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2097 2098 2099

		}

2100 2101
	}

M
Mr.doob 已提交
2102
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155

		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
2156
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2157

2158 2159 2160
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2161 2162 2163 2164
		refreshUniformsStandard( uniforms, material );

	}

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
	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;

		}

	}

2191 2192
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2193
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2194

M
Mr.doob 已提交
2195
		uniforms.ambientLightColor.needsUpdate = value;
2196

B
Ben Houston 已提交
2197 2198 2199
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2200
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2201
		uniforms.hemisphereLights.needsUpdate = value;
2202

M
Mr.doob 已提交
2203
	}
2204

T
tschw 已提交
2205
	// Lighting
M
Mr.doob 已提交
2206

M
Mr.doob 已提交
2207
	function setupShadows( lights ) {
2208 2209 2210 2211 2212 2213 2214 2215 2216

		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
2217 2218
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2219 2220 2221 2222 2223 2224 2225 2226 2227

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2228
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2229

M
Mr.doob 已提交
2230
		var l, ll, light, shadow,
2231 2232 2233 2234 2235
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2236

2237
			viewMatrix = camera.matrixWorldInverse,
M
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2238

M
Mr.doob 已提交
2239 2240 2241 2242 2243
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
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2244 2245 2246 2247 2248 2249 2250 2251 2252

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

			light = lights[ l ];

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

2253
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2254

2255
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2256

2257 2258 2259
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2260

2261
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2262

M
Mr.doob 已提交
2263
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2264

2265
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2266
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2267
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2268 2269 2270
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2271
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2272

2273
				if ( light.castShadow ) {
M
Mr.doob 已提交
2274

M
Mr.doob 已提交
2275 2276 2277 2278 2279
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2280

2281 2282
				}

2283
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2284
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2285 2286 2287
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2288

2289
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2290

M
Mr.doob 已提交
2291
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2292 2293 2294

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2295

M
Mr.doob 已提交
2296 2297 2298 2299 2300 2301 2302 2303
				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 );

2304 2305
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2306
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2307

2308
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2309

2310 2311
				if ( light.castShadow ) {

M
Mr.doob 已提交
2312 2313 2314 2315 2316
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2317

2318 2319
				}

2320
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2321
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2322 2323 2324
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2325

2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355
			} 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
2356 2357 2358
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2359

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

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

M
Mr.doob 已提交
2364 2365
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2366

M
Mr.doob 已提交
2367 2368
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2369 2370
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2371
				uniforms.shadow = light.castShadow;
2372

M
Mr.doob 已提交
2373
				if ( light.castShadow ) {
2374

M
Mr.doob 已提交
2375 2376 2377 2378 2379
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2380 2381

				}
2382

2383
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2384

2385 2386
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2387
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2388

2389 2390
				}

2391 2392 2393 2394 2395
				// for point lights we set the shadow matrix to be a translation-only matrix
				// equal to inverse of the light's position
				_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
				_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );

M
Mr.doob 已提交
2396 2397 2398
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2399

2400
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2401

M
Mr.doob 已提交
2402
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2403 2404 2405 2406

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2407

M
Mr.doob 已提交
2408 2409
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2410

M
Mr.doob 已提交
2411 2412 2413
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2414 2415 2416 2417 2418

			}

		}

M
Mr.doob 已提交
2419 2420 2421
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2422

M
Mr.doob 已提交
2423 2424
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2425
		_lights.rectArea.length = rectAreaLength;
2426
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2427
		_lights.hemi.length = hemiLength;
2428

2429 2430
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2431

M
Mr.doob 已提交
2432
	}
M
Mr.doob 已提交
2433 2434 2435 2436 2437

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2438
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2439
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2440 2441 2442 2443 2444

	};

	// Textures

T
tschw 已提交
2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2461
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2462

2463
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2464
	this.setTexture2D = ( function () {
T
tschw 已提交
2465

2466
		var warned = false;
T
tschw 已提交
2467

2468
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2469
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2470

T
Takahiro 已提交
2471
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2472

2473
				if ( ! warned ) {
T
tschw 已提交
2474

2475 2476
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2477

2478
				}
T
tschw 已提交
2479

2480
				texture = texture.texture;
T
tschw 已提交
2481

2482
			}
T
tschw 已提交
2483

2484
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2485

2486
		};
T
tschw 已提交
2487

2488
	}() );
T
tschw 已提交
2489

M
Mr.doob 已提交
2490
	this.setTexture = ( function () {
2491 2492 2493

		var warned = false;

W
WestLangley 已提交
2494
		return function setTexture( texture, slot ) {
2495 2496 2497 2498 2499 2500 2501 2502

			if ( ! warned ) {

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

			}

2503
			textures.setTexture2D( texture, slot );
2504 2505 2506 2507 2508

		};

	}() );

M
Mr.doob 已提交
2509
	this.setTextureCube = ( function () {
2510 2511 2512

		var warned = false;

W
WestLangley 已提交
2513
		return function setTextureCube( texture, slot ) {
2514 2515

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2516
			if ( texture && texture.isWebGLRenderTargetCube ) {
2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530

				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
2531
			if ( ( texture && texture.isCubeTexture ) ||
2532
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2533 2534 2535 2536

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2537
				textures.setTextureCube( texture, slot );
2538 2539 2540 2541 2542

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2543
				textures.setTextureCubeDynamic( texture, slot );
2544 2545 2546 2547 2548 2549

			}

		};

	}() );
T
tschw 已提交
2550

2551
	this.getRenderTarget = function () {
2552 2553 2554

		return _currentRenderTarget;

M
Michael Herzog 已提交
2555
	};
2556

2557
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2558

2559 2560
		_currentRenderTarget = renderTarget;

2561
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2562

2563
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2564 2565 2566

		}

T
Takahiro 已提交
2567
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2568
		var framebuffer;
M
Mr.doob 已提交
2569 2570 2571

		if ( renderTarget ) {

2572
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2573

M
Mr.doob 已提交
2574 2575
			if ( isCube ) {

2576
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2577 2578 2579

			} else {

2580
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2581 2582 2583

			}

2584 2585
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2586

2587
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2588 2589 2590 2591 2592

		} else {

			framebuffer = null;

2593
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2594
			_currentScissorTest = _scissorTest;
2595

2596
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2597 2598 2599

		}

M
Mr.doob 已提交
2600
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2601 2602 2603 2604 2605 2606

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

		}

2607 2608
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2609

2610
		state.viewport( _currentViewport );
2611

M
Mr.doob 已提交
2612 2613 2614
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2615
			_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
2616 2617 2618

		}

M
Mr.doob 已提交
2619 2620
	};

M
Mr.doob 已提交
2621
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2622

T
Takahiro 已提交
2623
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2624

2625
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2626
			return;
2627

G
gero3 已提交
2628
		}
2629

M
Mr.doob 已提交
2630
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2631

M
Mr.doob 已提交
2632
		if ( framebuffer ) {
2633

G
gero3 已提交
2634
			var restore = false;
2635

M
Mr.doob 已提交
2636
			if ( framebuffer !== _currentFramebuffer ) {
2637

M
Mr.doob 已提交
2638
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2639

G
gero3 已提交
2640
				restore = true;
2641

G
gero3 已提交
2642
			}
2643

M
Mr.doob 已提交
2644
			try {
2645

M
Mr.doob 已提交
2646
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2647 2648
				var textureFormat = texture.format;
				var textureType = texture.type;
2649

M
Mr.doob 已提交
2650
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2651

M
Mr.doob 已提交
2652 2653
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2654

M
Mr.doob 已提交
2655
				}
2656

M
Mr.doob 已提交
2657
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2658 2659
					! ( 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' ) ) ) {
2660

M
Mr.doob 已提交
2661 2662
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2663

M
Mr.doob 已提交
2664
				}
2665

M
Mr.doob 已提交
2666
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2667

2668 2669
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2670
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2671

M
Mr.doob 已提交
2672
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2673 2674

					}
2675

M
Mr.doob 已提交
2676
				} else {
M
Mr.doob 已提交
2677

M
Mr.doob 已提交
2678 2679 2680
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2681

M
Mr.doob 已提交
2682
			} finally {
M
Mr.doob 已提交
2683

M
Mr.doob 已提交
2684 2685 2686
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2687

M
Mr.doob 已提交
2688 2689 2690
				}

			}
M
Mr.doob 已提交
2691 2692 2693

		}

M
Mr.doob 已提交
2694 2695
	};

M
Mr.doob 已提交
2696 2697
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2698
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2699

2700 2701
		var extension;

R
Rich Harris 已提交
2702 2703 2704
		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
2705

R
Rich Harris 已提交
2706 2707 2708
		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
2709

R
Rich Harris 已提交
2710 2711 2712
		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
2713

R
Rich Harris 已提交
2714 2715 2716 2717
		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
2718

R
Rich Harris 已提交
2719 2720 2721 2722 2723 2724
		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
M
Mr.doob 已提交
2725

2726
		if ( p === HalfFloatType ) {
2727

2728
			extension = extensions.get( 'OES_texture_half_float' );
2729

2730
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2731 2732 2733

		}

R
Rich Harris 已提交
2734 2735 2736 2737 2738 2739
		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;
2740
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2741

R
Rich Harris 已提交
2742 2743 2744
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2745

R
Rich Harris 已提交
2746 2747 2748 2749 2750 2751 2752 2753
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2754

R
Rich Harris 已提交
2755 2756 2757
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2758

2759 2760
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
M
Mr.doob 已提交
2761

2762
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2763

2764 2765 2766 2767 2768 2769 2770 2771
			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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		}

2775
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2776
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2777

2778
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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Pierre Lepers 已提交
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2780 2781 2782 2783 2784 2785 2786 2787
			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
2788 2789 2790

		}

2791
		if ( p === RGB_ETC1_Format ) {
2792

2793
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2794

2795
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2796 2797 2798

		}

2799 2800 2801
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2802

2803
			if ( extension !== null ) {
2804

2805 2806 2807 2808
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2809 2810 2811

		}

2812
		if ( p === UnsignedInt248Type ) {
2813

2814
			extension = extensions.get( 'WEBGL_depth_texture' );
2815

2816
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2817 2818 2819

		}

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Mr.doob 已提交
2820 2821
		return 0;

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Mr.doob 已提交
2822
	}
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Mr.doob 已提交
2823

M
Mr.doob 已提交
2824
}
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Rich Harris 已提交
2825

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Tristan VALCKE 已提交
2826

2827
export { WebGLRenderer };