WebGLRenderer.js 68.6 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 () {

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

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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		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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597 598
	this.renderBufferImmediate = function ( object, program, material ) {

599
		state.initAttributes();
600

601
		var buffers = properties.get( object );
602

603 604 605 606
		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
607

608
		var programAttributes = program.getAttributes();
609

M
Mr.doob 已提交
610 611
		if ( object.hasPositions ) {

612
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
613
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
614

615 616
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
617 618 619 620 621

		}

		if ( object.hasNormals ) {

622
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
623

624
			if ( ! material.isMeshPhongMaterial &&
625
				! material.isMeshStandardMaterial &&
626
				! material.isMeshNormalMaterial &&
627
				material.shading === FlatShading ) {
M
Mr.doob 已提交
628

629
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
630

631
					var array = object.normalArray;
M
Mr.doob 已提交
632

633 634 635
					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
636

637 638 639
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
640

641 642 643
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
644

645 646 647
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
648 649 650 651 652 653

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
654

655
			state.enableAttribute( programAttributes.normal );
656

657
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
658 659 660 661 662

		}

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

663
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
664
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
665

666
			state.enableAttribute( programAttributes.uv );
667

668
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
669 670 671

		}

R
Rich Harris 已提交
672
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
673

674
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
675
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
676

677
			state.enableAttribute( programAttributes.color );
678

679
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
680 681 682

		}

683
		state.disableUnusedAttributes();
684

M
Mr.doob 已提交
685 686 687 688 689 690
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

691
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
692

693
		state.setMaterial( material );
M
Mr.doob 已提交
694

M
Mr.doob 已提交
695
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
696
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
697

M
Mr.doob 已提交
698
		var updateBuffers = false;
M
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699 700 701 702 703 704 705 706 707 708 709 710 711 712

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
713 714
			// TODO Remove allocations

M
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715 716 717 718 719 720 721 722 723
			var activeInfluences = [];

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

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

			}

724
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
725 726 727 728 729 730 731

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

732 733
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
734 735 736 737 738 739 740
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

741
					var index = influence[ 1 ];
M
Mr.doob 已提交
742

743 744
					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
745 746 747

				} else {

748 749
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
750 751 752 753 754

				}

			}

755 756 757 758 759 760
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
761
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
762 763 764 765 766

			updateBuffers = true;

		}

767 768
		//

769
		var index = geometry.index;
770
		var position = geometry.attributes.position;
771
		var rangeFactor = 1;
772

773 774
		if ( material.wireframe === true ) {

775
			index = geometries.getWireframeAttribute( geometry );
776
			rangeFactor = 2;
777 778 779

		}

M
Mr.doob 已提交
780
		var renderer = bufferRenderer;
781

782
		if ( index !== null ) {
783

784 785
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
786

787
		}
M
Mr.doob 已提交
788

789
		if ( updateBuffers ) {
M
Mr.doob 已提交
790

791
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
792

793
			if ( index !== null ) {
794

M
Mr.doob 已提交
795
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
796 797 798

			}

799
		}
800

801 802
		//

803
		var dataCount = 0;
804

M
Mr.doob 已提交
805
		if ( index !== null ) {
806

M
Mr.doob 已提交
807
			dataCount = index.count;
808

M
Mr.doob 已提交
809
		} else if ( position !== undefined ) {
810

M
Mr.doob 已提交
811
			dataCount = position.count;
812

M
Mr.doob 已提交
813
		}
814

M
Mr.doob 已提交
815 816
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
817

M
Mr.doob 已提交
818 819
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
820

M
Mr.doob 已提交
821 822
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
823 824 825

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

826 827
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
828
		//
829

830
		if ( object.isMesh ) {
831

832
			if ( material.wireframe === true ) {
833

834
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
835
				renderer.setMode( _gl.LINES );
836

837
			} else {
M
Mr.doob 已提交
838 839

				switch ( object.drawMode ) {
840

R
Rich Harris 已提交
841
					case TrianglesDrawMode:
B
Ben Adams 已提交
842 843 844
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
845
					case TriangleStripDrawMode:
B
Ben Adams 已提交
846 847 848
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
849
					case TriangleFanDrawMode:
B
Ben Adams 已提交
850 851 852 853
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
854

855
			}
856

857

858
		} else if ( object.isLine ) {
859

860
			var lineWidth = material.linewidth;
861

862
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
863

864
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
865

866
			if ( object.isLineSegments ) {
867

868
				renderer.setMode( _gl.LINES );
869

870 871 872 873
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

874
			} else {
875

876
				renderer.setMode( _gl.LINE_STRIP );
877 878

			}
M
Mr.doob 已提交
879

880
		} else if ( object.isPoints ) {
881 882

			renderer.setMode( _gl.POINTS );
883 884

		}
885

T
Takahiro 已提交
886
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
887 888 889

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
890
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
891

J
jfranc 已提交
892
			}
893 894 895

		} else {

M
Mr.doob 已提交
896
			renderer.render( drawStart, drawCount );
897

M
Mr.doob 已提交
898 899 900 901
		}

	};

902
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
903

T
Takahiro 已提交
904
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
905

906
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
907

908
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
909
				return;
B
Ben Adams 已提交
910

M
Mr.doob 已提交
911 912 913
			}

		}
B
Ben Adams 已提交
914

915 916
		if ( startIndex === undefined ) startIndex = 0;

917 918
		state.initAttributes();

919
		var geometryAttributes = geometry.attributes;
920

921
		var programAttributes = program.getAttributes();
922

923
		var materialDefaultAttributeValues = material.defaultAttributeValues;
924

925
		for ( var name in programAttributes ) {
926

927
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
928

M
Mr.doob 已提交
929
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
930

931
				var geometryAttribute = geometryAttributes[ name ];
932

M
Mr.doob 已提交
933
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
934

935
					var normalized = geometryAttribute.normalized;
936
					var size = geometryAttribute.itemSize;
937

938
					var attributeProperties = attributes.get( geometryAttribute );
939

M
Mr.doob 已提交
940
					var buffer = attributeProperties.buffer;
941 942
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
943

A
aardgoose 已提交
944
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
945

M
Mr.doob 已提交
946 947 948 949
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
950
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
951

952
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
953

M
Mr.doob 已提交
954
							if ( geometry.maxInstancedCount === undefined ) {
955

D
dubejf 已提交
956
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
957

M
Mr.doob 已提交
958
							}
B
Ben Adams 已提交
959

M
Mr.doob 已提交
960
						} else {
B
Ben Adams 已提交
961

M
Mr.doob 已提交
962
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
963

M
Mr.doob 已提交
964
						}
B
Ben Adams 已提交
965

M
Mr.doob 已提交
966
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
967
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
968

M
Mr.doob 已提交
969
					} else {
B
Ben Adams 已提交
970

A
aardgoose 已提交
971
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
972

973
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
974

M
Mr.doob 已提交
975
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
976

D
dubejf 已提交
977
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
978

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

M
Mr.doob 已提交
981 982 983 984
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
985
						}
B
Ben Adams 已提交
986

M
Mr.doob 已提交
987
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
988
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
989

B
Ben Adams 已提交
990
					}
M
Mr.doob 已提交
991

992 993
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
994
					var value = materialDefaultAttributeValues[ name ];
995

996
					if ( value !== undefined ) {
M
Mr.doob 已提交
997

998
						switch ( value.length ) {
M
Mr.doob 已提交
999

1000 1001 1002
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1003

1004 1005 1006
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1007

1008 1009 1010
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1011

1012 1013
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1014 1015

						}
M
Mr.doob 已提交
1016 1017 1018 1019 1020 1021 1022 1023

					}

				}

			}

		}
1024

1025
		state.disableUnusedAttributes();
1026

M
Mr.doob 已提交
1027 1028
	}

M
Mr.doob 已提交
1029 1030
	// Sorting

1031
	function absNumericalSort( a, b ) {
1032

1033
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1034 1035 1036

	}

M
Mr.doob 已提交
1037 1038 1039 1040
	// Rendering

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

1041
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1042

1043
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1044 1045 1046 1047 1048 1049
			return;

		}

		// reset caching for this frame

1050
		_currentGeometryProgram = '';
1051
		_currentMaterialId = - 1;
1052
		_currentCamera = null;
M
Mr.doob 已提交
1053 1054 1055

		// update scene graph

1056
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1057 1058 1059

		// update camera matrices and frustum

M
Mr.doob 已提交
1060 1061
		camera.onBeforeRender( _this );

1062
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1063 1064 1065 1066 1067 1068

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1069
		lights.length = 0;
M
Mr.doob 已提交
1070 1071 1072
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1073
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1074
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1075

1076 1077 1078
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1079
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1080

1081
		currentRenderList.finish();
1082

M
Mr.doob 已提交
1083
		if ( _this.sortObjects === true ) {
1084

1085
			currentRenderList.sort();
M
Mr.doob 已提交
1086

1087 1088
		}

M
Mr.doob 已提交
1089
		//
M
Mr.doob 已提交
1090

T
tschw 已提交
1091
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1092

1093 1094
		setupShadows( lights );

M
Mr.doob 已提交
1095
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1096

1097 1098
		setupLights( lights, camera );

T
tschw 已提交
1099
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1100

M
Mr.doob 已提交
1101 1102
		//

M
Mr.doob 已提交
1103
		_infoRender.frame ++;
1104 1105 1106 1107
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1108

1109 1110 1111 1112 1113 1114
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1115 1116
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1117 1118 1119 1120 1121 1122
		//

		var background = scene.background;

		if ( background === null ) {

1123
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1124

T
Takahiro 已提交
1125
		} else if ( background && background.isColor ) {
1126

1127
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1128
			forceClear = true;
1129 1130 1131 1132 1133 1134 1135 1136 1137

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1138
		if ( background && background.isCubeTexture ) {
M
Mr.doob 已提交
1139

M
Mr.doob 已提交
1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162
			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
Mr.doob 已提交
1163 1164 1165


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1166
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1167

1168 1169
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1170
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1171

T
Takahiro 已提交
1172
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1173

M
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1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184
			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
1185 1186
			backgroundPlaneMesh.material.map = background;

1187 1188
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1189
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1190

M
Mr.doob 已提交
1191 1192
		}

1193
		//
M
Mr.doob 已提交
1194

1195 1196 1197
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1198 1199
		if ( scene.overrideMaterial ) {

1200
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1201

M
Mr.doob 已提交
1202 1203
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1204

M
Mr.doob 已提交
1205 1206 1207 1208
		} else {

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

M
Mr.doob 已提交
1209
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1210 1211 1212

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

M
Mr.doob 已提交
1213
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1214 1215 1216 1217 1218

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1219
		spritePlugin.render( scene, camera );
1220
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1221 1222 1223

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

M
Mr.doob 已提交
1224 1225
		if ( renderTarget ) {

1226
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1227 1228 1229

		}

1230
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1231

1232 1233 1234
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1235

1236 1237 1238 1239 1240 1241
		if ( camera.isArrayCamera && camera.enabled ) {

			_this.setScissorTest( false );

		}

M
Mr.doob 已提交
1242 1243
		camera.onAfterRender( _this );

M
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1244 1245 1246
		// _gl.finish();

	};
M
Mr.doob 已提交
1247

1248
	/*
M
Mr.doob 已提交
1249 1250
	// TODO Duplicated code (Frustum)

1251 1252
	var _sphere = new Sphere();

T
tschw 已提交
1253 1254 1255 1256 1257 1258 1259
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1260
		_sphere.copy( geometry.boundingSphere ).
1261
		applyMatrix4( object.matrixWorld );
M
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1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277

		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
1278 1279

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1280 1281 1282 1283

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295

		var planes = _this.clippingPlanes,

			center = sphere.center,
			negRad = - sphere.radius,
			i = 0;

		do {

			// out when deeper than radius in the negative halfspace
			if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;

T
tschw 已提交
1296
		} while ( ++ i !== numPlanes );
T
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1297 1298 1299 1300

		return true;

	}
1301
	*/
T
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1302

M
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1303
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1304

M
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1305
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1306

1307
		if ( object.isLight ) {
M
Mr.doob 已提交
1308

1309
			lights.push( object );
1310

1311
		} else if ( object.isSprite ) {
M
Mr.doob 已提交
1312

1313
			if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
M
Mr.doob 已提交
1314

1315
				sprites.push( object );
M
Mr.doob 已提交
1316

1317
			}
1318

1319
		} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1320

1321
			lensFlares.push( object );
M
Mr.doob 已提交
1322

1323
		} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1324

1325
			if ( sortObjects ) {
M
Mr.doob 已提交
1326

1327 1328
				_vector3.setFromMatrixPosition( object.matrixWorld )
					.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1329

1330
			}
M
Mr.doob 已提交
1331

1332
			currentRenderList.push( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1333

1334
		} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1335

1336
			if ( object.isSkinnedMesh ) {
1337

1338
				object.skeleton.update();
1339

1340
			}
1341

1342
			if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1343

1344
				if ( sortObjects ) {
1345

1346 1347
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
1348

1349
				}
1350

1351 1352
				var geometry = objects.update( object );
				var material = object.material;
1353

1354
				if ( Array.isArray( material ) ) {
1355

1356
					var groups = geometry.groups;
1357

1358
					for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1359

1360 1361
						var group = groups[ i ];
						var groupMaterial = material[ group.materialIndex ];
1362

1363
						if ( groupMaterial && groupMaterial.visible ) {
1364

1365
							currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
M
Mr.doob 已提交
1366

M
Mr.doob 已提交
1367
						}
M
Mr.doob 已提交
1368

1369
					}
1370

1371
				} else if ( material.visible ) {
O
OpenShift guest 已提交
1372

1373
					currentRenderList.push( object, geometry, material, _vector3.z, null );
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 );

M
Mr.doob 已提交
1404
			if ( camera.isArrayCamera && camera.enabled ) {
M
Mr.doob 已提交
1405

M
Mr.doob 已提交
1406
				var cameras = camera.cameras;
M
Mr.doob 已提交
1407

M
Mr.doob 已提交
1408
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1409

M
Mr.doob 已提交
1410 1411
					var camera2 = cameras[ j ];
					var bounds = camera2.bounds;
M
Mr.doob 已提交
1412

1413 1414 1415 1416 1417 1418 1419 1420 1421
					_this.setViewport(
						bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio,
						bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio
					);
					_this.setScissor(
						bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio,
						bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio
					);
					_this.setScissorTest( true );
M
Mr.doob 已提交
1422

M
Mr.doob 已提交
1423
					renderObject( object, scene, camera2, geometry, material, group );
M
Mr.doob 已提交
1424

M
Mr.doob 已提交
1425
				}
1426

M
Mr.doob 已提交
1427
			} else {
M
Mr.doob 已提交
1428

M
Mr.doob 已提交
1429
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1430

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

1433
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1434

1435
		}
M
Mr.doob 已提交
1436

1437
	}
G
gero3 已提交
1438

M
Mr.doob 已提交
1439 1440
	function renderObject( object, scene, camera, geometry, material, group ) {

1441 1442
		if ( object.layers.test( camera.layers ) === false ) return;

M
Mr.doob 已提交
1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

	}

1464
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1465

1466
		var materialProperties = properties.get( material );
G
gero3 已提交
1467

T
tschw 已提交
1468
		var parameters = programCache.getParameters(
1469
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1470

G
gero3 已提交
1471
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1472

1473
		var program = materialProperties.program;
T
tschw 已提交
1474
		var programChange = true;
1475

1476
		if ( program === undefined ) {
B
Ben Adams 已提交
1477

M
Mr.doob 已提交
1478 1479
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1480

1481
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1482

M
Mr.doob 已提交
1483
			// changed glsl or parameters
1484
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1485

G
gero3 已提交
1486
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1487

T
tschw 已提交
1488
			// same glsl and uniform list
T
tschw 已提交
1489 1490
			return;

T
tschw 已提交
1491
		} else {
B
Ben Adams 已提交
1492

T
tschw 已提交
1493 1494
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1495 1496 1497

		}

1498
		if ( programChange ) {
B
Ben Adams 已提交
1499

1500
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1501

R
Rich Harris 已提交
1502
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1503

1504 1505
				materialProperties.__webglShader = {
					name: material.type,
1506
					uniforms: UniformsUtils.clone( shader.uniforms ),
1507 1508 1509
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1510

1511
			} else {
B
Ben Adams 已提交
1512

1513 1514 1515 1516 1517 1518
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1519

1520
			}
G
gero3 已提交
1521

1522
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1523

1524
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1525

1526 1527
			materialProperties.program = program;
			material.program = program;
1528 1529 1530

		}

1531
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1532 1533 1534 1535 1536

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1537
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1538

1539
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1553
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1554

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1565 1566
		var uniforms = materialProperties.__webglShader.uniforms;

1567
		if ( ! material.isShaderMaterial &&
1568 1569
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1570

T
tschw 已提交
1571
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1572
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1573
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1574 1575 1576

		}

1577
		materialProperties.fog = fog;
1578

1579
		// store the light setup it was created for
1580

1581
		materialProperties.lightsHash = _lights.hash;
1582

M
Mr.doob 已提交
1583
		if ( material.lights ) {
1584 1585 1586 1587 1588 1589

			// 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;
1590
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1591
			uniforms.pointLights.value = _lights.point;
1592 1593
			uniforms.hemisphereLights.value = _lights.hemi;

1594 1595 1596 1597 1598 1599
			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;
1600
			// TODO (abelnation): add area lights shadow info to uniforms
1601

1602 1603
		}

T
tschw 已提交
1604 1605
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1606
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1607

T
tschw 已提交
1608
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1609

M
Mr.doob 已提交
1610
	}
M
Mr.doob 已提交
1611

1612
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1613 1614 1615

		_usedTextureUnits = 0;

1616
		var materialProperties = properties.get( material );
1617

T
tschw 已提交
1618 1619 1620 1621 1622
		if ( _clippingEnabled ) {

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

				var useCache =
1623 1624
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1625 1626 1627 1628

				// 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
1629
				_clipping.setState(
1630 1631
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1632 1633 1634 1635 1636

			}

		}

1637
		if ( material.needsUpdate === false ) {
1638

1639
			if ( materialProperties.program === undefined ) {
1640

1641
				material.needsUpdate = true;
1642

1643
			} else if ( material.fog && materialProperties.fog !== fog ) {
1644

M
Mr.doob 已提交
1645
				material.needsUpdate = true;
1646

1647
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1648

1649
				material.needsUpdate = true;
1650

1651
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1652
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1653
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1654 1655 1656

				material.needsUpdate = true;

1657
			}
1658 1659 1660 1661

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1662

1663
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1664 1665 1666 1667
			material.needsUpdate = false;

		}

1668
		var refreshProgram = false;
M
Mr.doob 已提交
1669
		var refreshMaterial = false;
1670
		var refreshLights = false;
M
Mr.doob 已提交
1671

1672
		var program = materialProperties.program,
1673
			p_uniforms = program.getUniforms(),
1674
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1675

1676
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1677

1678 1679
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1680

1681
			refreshProgram = true;
M
Mr.doob 已提交
1682
			refreshMaterial = true;
1683
			refreshLights = true;
M
Mr.doob 已提交
1684 1685 1686 1687 1688 1689

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1690

M
Mr.doob 已提交
1691 1692 1693 1694
			refreshMaterial = true;

		}

1695
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1696

M
Mr.doob 已提交
1697
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1698

G
gero3 已提交
1699
			if ( capabilities.logarithmicDepthBuffer ) {
1700

T
tschw 已提交
1701
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1702
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1703 1704 1705 1706

			}


1707 1708 1709 1710 1711 1712 1713 1714 1715
			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
1716
				refreshLights = true;		// remains set until update done
1717 1718

			}
M
Mr.doob 已提交
1719

1720 1721 1722
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1723
			if ( material.isShaderMaterial ||
1724 1725 1726
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1727

T
tschw 已提交
1728 1729 1730
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1731

T
tschw 已提交
1732
					uCamPos.setValue( _gl,
1733
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1734 1735 1736 1737 1738

				}

			}

1739
			if ( material.isMeshPhongMaterial ||
1740 1741 1742 1743
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1744
				material.skinning ) {
1745

T
tschw 已提交
1746
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1747 1748 1749

			}

M
Mr.doob 已提交
1750 1751
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1752

M
Mr.doob 已提交
1753 1754 1755 1756 1757 1758
		}

		// 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

1759
		if ( material.skinning ) {
M
Mr.doob 已提交
1760

T
tschw 已提交
1761 1762
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1763

T
tschw 已提交
1764
			var skeleton = object.skeleton;
1765

T
tschw 已提交
1766
			if ( skeleton ) {
1767

1768 1769
				var bones = skeleton.bones;

1770
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1771

1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

M
Mr.doob 已提交
1797 1798
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1799

T
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1800
				} else {
M
Mr.doob 已提交
1801

T
tschw 已提交
1802
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1803 1804 1805 1806 1807 1808 1809 1810 1811

				}

			}

		}

		if ( refreshMaterial ) {

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

1814
				// the current material requires lighting info
M
Mr.doob 已提交
1815

T
tschw 已提交
1816 1817 1818 1819 1820 1821
				// 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
1822

T
tschw 已提交
1823
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1824

T
tschw 已提交
1825
			}
G
gero3 已提交
1826

T
tschw 已提交
1827
			// refresh uniforms common to several materials
G
gero3 已提交
1828

T
tschw 已提交
1829
			if ( fog && material.fog ) {
G
gero3 已提交
1830

T
tschw 已提交
1831
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1832 1833 1834

			}

1835
			if ( material.isMeshBasicMaterial ||
1836 1837 1838
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1839
				material.isMeshNormalMaterial ||
1840
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1841 1842 1843 1844 1845 1846 1847

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1848
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1849 1850 1851

				refreshUniformsLine( m_uniforms, material );

1852
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1853 1854 1855 1856

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

1857
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1858

M
Mr.doob 已提交
1859
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1860

1861
			} else if ( material.isMeshLambertMaterial ) {
1862 1863 1864

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1865 1866 1867 1868
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1869 1870 1871 1872
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1873
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1874 1875 1876

				refreshUniformsPhysical( m_uniforms, material );

1877
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1878

1879
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1880

1881
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1882

1883 1884 1885 1886 1887 1888 1889 1890
				if ( material.displacementMap ) {

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

				}

1891
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1892

1893
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1894 1895 1896

			}

M
Mr.doob 已提交
1897 1898 1899 1900 1901 1902
			// 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
1903
			WebGLUniforms.upload(
1904
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1905 1906 1907

		}

M
Mr.doob 已提交
1908

T
tschw 已提交
1909
		// common matrices
M
Mr.doob 已提交
1910

M
Mr.doob 已提交
1911 1912
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1913
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1914

T
tschw 已提交
1915
		return program;
A
arose 已提交
1916 1917 1918

	}

M
Mr.doob 已提交
1919 1920
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1921
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1922 1923 1924

		uniforms.opacity.value = material.opacity;

1925
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1926

1927
		if ( material.emissive ) {
M
Mr.doob 已提交
1928

1929
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1930 1931 1932

		}

1933 1934 1935
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1936

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

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

		}

1944
		if ( material.aoMap ) {
1945

1946 1947
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1948 1949 1950

		}

M
Mr.doob 已提交
1951
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1952 1953 1954 1955 1956
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1957
		// 6. emissive map
M
Mr.doob 已提交
1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1969 1970 1971 1972
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1973 1974 1975 1976 1977 1978 1979 1980
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1981 1982 1983 1984 1985 1986 1987 1988
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1989 1990 1991 1992
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1993 1994 1995 1996
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
1997 1998 1999 2000
		}

		if ( uvScaleMap !== undefined ) {

2001
			// backwards compatibility
2002
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2003 2004 2005 2006 2007

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2008 2009 2010 2011 2012 2013 2014 2015
			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;
2016 2017 2018 2019 2020

		// 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
2021
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2022

2023
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2024 2025
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2026
	}
M
Mr.doob 已提交
2027

M
Mr.doob 已提交
2028
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2029 2030 2031 2032

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

M
Mr.doob 已提交
2033
	}
M
Mr.doob 已提交
2034

M
Mr.doob 已提交
2035
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2036 2037 2038 2039 2040

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

M
Mr.doob 已提交
2041
	}
M
Mr.doob 已提交
2042

M
Mr.doob 已提交
2043
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2044

2045
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2046
		uniforms.opacity.value = material.opacity;
2047
		uniforms.size.value = material.size * _pixelRatio;
2048
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2049 2050 2051

		uniforms.map.value = material.map;

2052 2053 2054 2055 2056 2057 2058 2059 2060
		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
2061
	}
M
Mr.doob 已提交
2062

M
Mr.doob 已提交
2063
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2064 2065 2066

		uniforms.fogColor.value = fog.color;

2067
		if ( fog.isFog ) {
M
Mr.doob 已提交
2068 2069 2070 2071

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

2072
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2073 2074 2075 2076 2077

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2078
	}
M
Mr.doob 已提交
2079

M
Mr.doob 已提交
2080
	function refreshUniformsLambert( uniforms, material ) {
2081 2082 2083 2084 2085 2086 2087 2088 2089

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2090
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2091

2092
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2093
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2094

2095
		if ( material.emissiveMap ) {
2096

2097
			uniforms.emissiveMap.value = material.emissiveMap;
2098

2099
		}
M
Mr.doob 已提交
2100

2101 2102 2103 2104
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2105

2106
		}
M
Mr.doob 已提交
2107

2108 2109 2110 2111 2112 2113
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2114

2115 2116 2117 2118 2119
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2120

2121
		}
2122

T
Takahiro 已提交
2123 2124 2125 2126 2127 2128
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2129
		if ( material.gradientMap ) {
T
Takahiro 已提交
2130

T
Takahiro 已提交
2131
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2132 2133 2134

		}

2135 2136
	}

M
Mr.doob 已提交
2137
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190

		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
2191
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2192

2193 2194 2195
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2196 2197 2198 2199
		refreshUniformsStandard( uniforms, material );

	}

2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225
	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;

		}

	}

2226 2227
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2228
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2229

M
Mr.doob 已提交
2230
		uniforms.ambientLightColor.needsUpdate = value;
2231

B
Ben Houston 已提交
2232 2233 2234
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2235
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2236
		uniforms.hemisphereLights.needsUpdate = value;
2237

M
Mr.doob 已提交
2238
	}
2239

T
tschw 已提交
2240
	// Lighting
M
Mr.doob 已提交
2241

M
Mr.doob 已提交
2242
	function setupShadows( lights ) {
2243 2244 2245 2246 2247 2248 2249 2250 2251

		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
2252 2253
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2254 2255 2256 2257 2258 2259 2260 2261 2262

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2263
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2264

M
Mr.doob 已提交
2265
		var l, ll, light, shadow,
2266 2267 2268 2269 2270
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
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2271

2272
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2273

M
Mr.doob 已提交
2274 2275 2276 2277 2278
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2279 2280 2281 2282 2283 2284 2285 2286 2287

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

			light = lights[ l ];

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

2288
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2289

2290
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2291

2292 2293 2294
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2295

2296
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2297

M
Mr.doob 已提交
2298
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2299

2300
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2301
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2302
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2303 2304 2305
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2306
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2307

2308
				if ( light.castShadow ) {
M
Mr.doob 已提交
2309

M
Mr.doob 已提交
2310 2311 2312 2313 2314
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2315

2316 2317
				}

2318
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2319
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2320 2321 2322
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2323

2324
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2325

M
Mr.doob 已提交
2326
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2327 2328 2329

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2330

M
Mr.doob 已提交
2331 2332 2333 2334 2335 2336 2337 2338
				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 );

2339 2340
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2341
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2342

2343
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2344

2345 2346
				if ( light.castShadow ) {

M
Mr.doob 已提交
2347 2348 2349 2350 2351
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2352

2353 2354
				}

2355
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2356
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2357 2358 2359
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2360

2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390
			} 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
2391 2392 2393
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2394

2395
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2396

M
Mr.doob 已提交
2397
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2398

M
Mr.doob 已提交
2399 2400
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2401

M
Mr.doob 已提交
2402 2403
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2404 2405
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2406
				uniforms.shadow = light.castShadow;
2407

M
Mr.doob 已提交
2408
				if ( light.castShadow ) {
2409

M
Mr.doob 已提交
2410 2411 2412 2413 2414
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2415 2416

				}
2417

2418
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2419

2420 2421
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2422
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2423

2424 2425
				}

2426 2427 2428 2429 2430
				// 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
2431 2432 2433
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2434

2435
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2436

M
Mr.doob 已提交
2437
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2438 2439 2440 2441

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2442

M
Mr.doob 已提交
2443 2444
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2445

M
Mr.doob 已提交
2446 2447 2448
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2449 2450 2451 2452 2453

			}

		}

M
Mr.doob 已提交
2454 2455 2456
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2457

M
Mr.doob 已提交
2458 2459
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2460
		_lights.rectArea.length = rectAreaLength;
2461
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2462
		_lights.hemi.length = hemiLength;
2463

2464 2465
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2466

M
Mr.doob 已提交
2467
	}
M
Mr.doob 已提交
2468 2469 2470 2471 2472

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2473
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2474
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2475 2476 2477 2478 2479

	};

	// Textures

T
tschw 已提交
2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495
	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;

	}

2496
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2497

2498
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2499
	this.setTexture2D = ( function () {
T
tschw 已提交
2500

2501
		var warned = false;
T
tschw 已提交
2502

2503
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2504
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2505

T
Takahiro 已提交
2506
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2507

2508
				if ( ! warned ) {
T
tschw 已提交
2509

2510 2511
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2512

2513
				}
T
tschw 已提交
2514

2515
				texture = texture.texture;
T
tschw 已提交
2516

2517
			}
T
tschw 已提交
2518

2519
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2520

2521
		};
T
tschw 已提交
2522

2523
	}() );
T
tschw 已提交
2524

M
Mr.doob 已提交
2525
	this.setTexture = ( function () {
2526 2527 2528

		var warned = false;

W
WestLangley 已提交
2529
		return function setTexture( texture, slot ) {
2530 2531 2532 2533 2534 2535 2536 2537

			if ( ! warned ) {

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

			}

2538
			textures.setTexture2D( texture, slot );
2539 2540 2541 2542 2543

		};

	}() );

M
Mr.doob 已提交
2544
	this.setTextureCube = ( function () {
2545 2546 2547

		var warned = false;

W
WestLangley 已提交
2548
		return function setTextureCube( texture, slot ) {
2549 2550

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2551
			if ( texture && texture.isWebGLRenderTargetCube ) {
2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565

				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
2566
			if ( ( texture && texture.isCubeTexture ) ||
2567
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2568 2569 2570 2571

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2572
				textures.setTextureCube( texture, slot );
2573 2574 2575 2576 2577

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2578
				textures.setTextureCubeDynamic( texture, slot );
2579 2580 2581 2582 2583 2584

			}

		};

	}() );
T
tschw 已提交
2585

2586
	this.getRenderTarget = function () {
2587 2588 2589

		return _currentRenderTarget;

M
Michael Herzog 已提交
2590
	};
2591

2592
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2593

2594 2595
		_currentRenderTarget = renderTarget;

2596
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2597

2598
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2599 2600 2601

		}

T
Takahiro 已提交
2602
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2603
		var framebuffer;
M
Mr.doob 已提交
2604 2605 2606

		if ( renderTarget ) {

2607
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2608

M
Mr.doob 已提交
2609 2610
			if ( isCube ) {

2611
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2612 2613 2614

			} else {

2615
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2616 2617 2618

			}

2619 2620
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2621

2622
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2623 2624 2625 2626 2627

		} else {

			framebuffer = null;

2628
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2629
			_currentScissorTest = _scissorTest;
2630

2631
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2632 2633 2634

		}

M
Mr.doob 已提交
2635
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2636 2637 2638 2639 2640 2641

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

		}

2642 2643
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2644

2645
		state.viewport( _currentViewport );
2646

M
Mr.doob 已提交
2647 2648 2649
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2650
			_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
2651 2652 2653

		}

M
Mr.doob 已提交
2654 2655
	};

M
Mr.doob 已提交
2656
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2657

T
Takahiro 已提交
2658
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2659

2660
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2661
			return;
2662

G
gero3 已提交
2663
		}
2664

M
Mr.doob 已提交
2665
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2666

M
Mr.doob 已提交
2667
		if ( framebuffer ) {
2668

G
gero3 已提交
2669
			var restore = false;
2670

M
Mr.doob 已提交
2671
			if ( framebuffer !== _currentFramebuffer ) {
2672

M
Mr.doob 已提交
2673
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2674

G
gero3 已提交
2675
				restore = true;
2676

G
gero3 已提交
2677
			}
2678

M
Mr.doob 已提交
2679
			try {
2680

M
Mr.doob 已提交
2681
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2682 2683
				var textureFormat = texture.format;
				var textureType = texture.type;
2684

M
Mr.doob 已提交
2685
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2686

M
Mr.doob 已提交
2687 2688
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2689

M
Mr.doob 已提交
2690
				}
2691

M
Mr.doob 已提交
2692
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2693 2694
					! ( 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' ) ) ) {
2695

M
Mr.doob 已提交
2696 2697
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2698

M
Mr.doob 已提交
2699
				}
2700

M
Mr.doob 已提交
2701
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2702

2703 2704
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2705
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2706

M
Mr.doob 已提交
2707
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2708 2709

					}
2710

M
Mr.doob 已提交
2711
				} else {
M
Mr.doob 已提交
2712

M
Mr.doob 已提交
2713 2714 2715
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2716

M
Mr.doob 已提交
2717
			} finally {
M
Mr.doob 已提交
2718

M
Mr.doob 已提交
2719 2720 2721
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2722

M
Mr.doob 已提交
2723 2724 2725
				}

			}
M
Mr.doob 已提交
2726 2727 2728

		}

M
Mr.doob 已提交
2729 2730
	};

M
Mr.doob 已提交
2731 2732
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2733
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2734

2735 2736
		var extension;

R
Rich Harris 已提交
2737 2738 2739
		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
2740

R
Rich Harris 已提交
2741 2742 2743
		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
2744

R
Rich Harris 已提交
2745 2746 2747
		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
2748

R
Rich Harris 已提交
2749 2750 2751 2752
		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
2753

R
Rich Harris 已提交
2754 2755 2756 2757 2758 2759
		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
2760

2761
		if ( p === HalfFloatType ) {
2762

2763
			extension = extensions.get( 'OES_texture_half_float' );
2764

2765
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2766 2767 2768

		}

R
Rich Harris 已提交
2769 2770 2771 2772 2773 2774
		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;
2775
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2776

R
Rich Harris 已提交
2777 2778 2779
		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
2780

R
Rich Harris 已提交
2781 2782 2783 2784 2785 2786 2787 2788
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
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		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
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2794 2795
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
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2797
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
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2799 2800 2801 2802 2803 2804 2805 2806
			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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		}

2810
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2811
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2812

2813
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2815 2816 2817 2818 2819 2820 2821 2822
			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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		}

2826
		if ( p === RGB_ETC1_Format ) {
2827

2828
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2829

2830
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2831 2832 2833

		}

2834 2835 2836
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2837

2838
			if ( extension !== null ) {
2839

2840 2841 2842 2843
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2844 2845 2846

		}

2847
		if ( p === UnsignedInt248Type ) {
2848

2849
			extension = extensions.get( 'WEBGL_depth_texture' );
2850

2851
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2852 2853 2854

		}

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		return 0;

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	}
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}
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export { WebGLRenderer };