WebGLRenderer.js 57.2 KB
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import { REVISION, RGBAFormat, HalfFloatType, FloatType, UnsignedByteType, FrontFaceDirectionCW, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, LinearToneMapping } from '../constants.js';
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import { _Math } from '../math/Math.js';
import { Matrix4 } from '../math/Matrix4.js';
import { DataTexture } from '../textures/DataTexture.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
import { UniformsLib } from './shaders/UniformsLib.js';
import { UniformsUtils } from './shaders/UniformsUtils.js';
import { ShaderLib } from './shaders/ShaderLib.js';
import { WebGLFlareRenderer } from './webgl/WebGLFlareRenderer.js';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
import { WebGLGeometries } from './webgl/WebGLGeometries.js';
import { WebGLLights } from './webgl/WebGLLights.js';
import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
import { WebGLState } from './webgl/WebGLState.js';
import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebVRManager } from './webvr/WebVRManager.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
import { Vector3 } from '../math/Vector3.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { Frustum } from '../math/Frustum.js';
import { Vector4 } from '../math/Vector4.js';
import { WebGLUtils } from './webgl/WebGLUtils.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
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		_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
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		if ( _gl === null ) {

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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	var extensions, capabilities, state;
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	var properties, textures, attributes, geometries, objects, lights;
	var programCache, renderLists;
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	var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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	var flareRenderer, spriteRenderer;
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	var utils;
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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
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		extensions.get( 'OES_element_index_uint' );
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		extensions.get( 'ANGLE_instanced_arrays' );
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		utils = new WebGLUtils( _gl, extensions );
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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, utils );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory );
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		attributes = new WebGLAttributes( _gl );
		geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
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		objects = new WebGLObjects( geometries, _infoRender );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		lights = new WebGLLights();
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		renderLists = new WebGLRenderLists();
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		background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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		flareRenderer = new WebGLFlareRenderer( _this, _gl, state, textures, capabilities );
		spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
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		_this.info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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	}
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	initGLContext();
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	// vr
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	var vr = new WebVRManager( _this );
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	this.vr = vr;
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	// shadow map
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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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	this.forceContextRestore = function () {
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		var extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.restoreContext();
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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;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

		if ( device && device.isPresenting ) {

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

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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	this.setClearColor = function () {
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		background.setClearColor.apply( background, arguments );
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	};

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

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	this.setClearAlpha = function () {
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		background.setClearAlpha.apply( background, arguments );
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	};

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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

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		vr.dispose();
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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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

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

		if ( object.hasNormals ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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			if ( ! material.isMeshPhongMaterial &&
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				! material.isMeshStandardMaterial &&
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				! material.isMeshNormalMaterial &&
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				material.flatShading === true ) {
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				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
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					var array = object.normalArray;
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					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
624

625 626 627
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
628

629 630 631
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
632

633 634 635
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
636 637 638 639 640 641

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
642

643
			state.enableAttribute( programAttributes.normal );
644

645
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
646 647 648 649 650

		}

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

651
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
652
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
653

654
			state.enableAttribute( programAttributes.uv );
655

656
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
657 658 659

		}

R
Rich Harris 已提交
660
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
661

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

665
			state.enableAttribute( programAttributes.color );
666

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

		}

671
		state.disableUnusedAttributes();
672

M
Mr.doob 已提交
673 674 675 676 677 678
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

679
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
680

681
		state.setMaterial( material );
M
Mr.doob 已提交
682

M
Mr.doob 已提交
683
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
684
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
685

M
Mr.doob 已提交
686
		var updateBuffers = false;
M
Mr.doob 已提交
687 688 689 690 691 692 693 694

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

695
		if ( object.morphTargetInfluences ) {
696

697
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
698 699 700 701 702

			updateBuffers = true;

		}

703 704
		//

705
		var index = geometry.index;
706
		var position = geometry.attributes.position;
707
		var rangeFactor = 1;
708

709 710
		if ( material.wireframe === true ) {

711
			index = geometries.getWireframeAttribute( geometry );
712
			rangeFactor = 2;
713 714 715

		}

M
Mr.doob 已提交
716
		var attribute;
M
Mr.doob 已提交
717
		var renderer = bufferRenderer;
718

719
		if ( index !== null ) {
720

M
Mr.doob 已提交
721
			attribute = attributes.get( index );
722

723
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
724
			renderer.setIndex( attribute );
725

726
		}
M
Mr.doob 已提交
727

728
		if ( updateBuffers ) {
M
Mr.doob 已提交
729

730
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
731

732
			if ( index !== null ) {
733

M
Mr.doob 已提交
734
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
735 736 737

			}

738
		}
739

740 741
		//

742
		var dataCount = 0;
743

M
Mr.doob 已提交
744
		if ( index !== null ) {
745

M
Mr.doob 已提交
746
			dataCount = index.count;
747

M
Mr.doob 已提交
748
		} else if ( position !== undefined ) {
749

M
Mr.doob 已提交
750
			dataCount = position.count;
751

M
Mr.doob 已提交
752
		}
753

M
Mr.doob 已提交
754 755
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
756

M
Mr.doob 已提交
757 758
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
759

M
Mr.doob 已提交
760 761
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
762 763 764

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

765 766
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
767
		//
768

769
		if ( object.isMesh ) {
770

771
			if ( material.wireframe === true ) {
772

773
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
774
				renderer.setMode( _gl.LINES );
775

776
			} else {
M
Mr.doob 已提交
777 778

				switch ( object.drawMode ) {
779

R
Rich Harris 已提交
780
					case TrianglesDrawMode:
B
Ben Adams 已提交
781 782 783
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
784
					case TriangleStripDrawMode:
B
Ben Adams 已提交
785 786 787
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
788
					case TriangleFanDrawMode:
B
Ben Adams 已提交
789 790 791 792
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
793

794
			}
795

796

797
		} else if ( object.isLine ) {
798

799
			var lineWidth = material.linewidth;
800

801
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
802

803
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
804

805
			if ( object.isLineSegments ) {
806

807
				renderer.setMode( _gl.LINES );
808

809 810 811 812
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

813
			} else {
814

815
				renderer.setMode( _gl.LINE_STRIP );
816 817

			}
M
Mr.doob 已提交
818

819
		} else if ( object.isPoints ) {
820 821

			renderer.setMode( _gl.POINTS );
822 823

		}
824

T
Takahiro 已提交
825
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
826 827 828

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
829
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
830

J
jfranc 已提交
831
			}
832 833 834

		} else {

M
Mr.doob 已提交
835
			renderer.render( drawStart, drawCount );
836

M
Mr.doob 已提交
837 838 839 840
		}

	};

841
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
842

T
Takahiro 已提交
843
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
844

845
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
846

847
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
848
				return;
B
Ben Adams 已提交
849

M
Mr.doob 已提交
850 851 852
			}

		}
B
Ben Adams 已提交
853

854 855
		if ( startIndex === undefined ) startIndex = 0;

856 857
		state.initAttributes();

858
		var geometryAttributes = geometry.attributes;
859

860
		var programAttributes = program.getAttributes();
861

862
		var materialDefaultAttributeValues = material.defaultAttributeValues;
863

864
		for ( var name in programAttributes ) {
865

866
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
867

M
Mr.doob 已提交
868
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
869

870
				var geometryAttribute = geometryAttributes[ name ];
871

M
Mr.doob 已提交
872
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
873

874
					var normalized = geometryAttribute.normalized;
875
					var size = geometryAttribute.itemSize;
876

M
Mr.doob 已提交
877
					var attribute = attributes.get( geometryAttribute );
878

879 880 881 882
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
883 884 885
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
886

A
aardgoose 已提交
887
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
888

M
Mr.doob 已提交
889 890 891 892
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
893
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
894

895
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
896

M
Mr.doob 已提交
897
							if ( geometry.maxInstancedCount === undefined ) {
898

D
dubejf 已提交
899
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
900

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

M
Mr.doob 已提交
903
						} else {
B
Ben Adams 已提交
904

M
Mr.doob 已提交
905
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
906

M
Mr.doob 已提交
907
						}
B
Ben Adams 已提交
908

M
Mr.doob 已提交
909
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
910
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
911

M
Mr.doob 已提交
912
					} else {
B
Ben Adams 已提交
913

A
aardgoose 已提交
914
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
915

916
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
917

M
Mr.doob 已提交
918
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
919

D
dubejf 已提交
920
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
921

M
Mr.doob 已提交
922
							}
B
Ben Adams 已提交
923

M
Mr.doob 已提交
924 925 926 927
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
928
						}
B
Ben Adams 已提交
929

M
Mr.doob 已提交
930
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
931
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
932

B
Ben Adams 已提交
933
					}
M
Mr.doob 已提交
934

935 936
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
937
					var value = materialDefaultAttributeValues[ name ];
938

939
					if ( value !== undefined ) {
M
Mr.doob 已提交
940

941
						switch ( value.length ) {
M
Mr.doob 已提交
942

943 944 945
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
946

947 948 949
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
950

951 952 953
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
954

955 956
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
957 958

						}
M
Mr.doob 已提交
959 960 961 962 963 964 965 966

					}

				}

			}

		}
967

968
		state.disableUnusedAttributes();
969

M
Mr.doob 已提交
970 971
	}

M
Mr.doob 已提交
972
	// Compile
M
Mr.doob 已提交
973

M
Mr.doob 已提交
974
	this.compile = function ( scene, camera ) {
975

976 977
		lightsArray.length = 0;
		shadowsArray.length = 0;
978

M
Mr.doob 已提交
979
		scene.traverse( function ( object ) {
G
gero3 已提交
980 981

			if ( object.isLight ) {
M
Mr.doob 已提交
982

983 984 985 986 987 988 989
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
990

G
gero3 已提交
991
			}
M
Mr.doob 已提交
992 993 994

		} );

995
		lights.setup( lightsArray, shadowsArray, camera );
M
Mr.doob 已提交
996 997 998 999 1000

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1001
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1002

G
gero3 已提交
1003
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1004 1005 1006

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

G
gero3 已提交
1007
					}
M
Mr.doob 已提交
1008

G
gero3 已提交
1009
				} else {
M
Mr.doob 已提交
1010 1011 1012

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

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

G
gero3 已提交
1015
			}
M
Mr.doob 已提交
1016 1017

		} );
G
gero3 已提交
1018 1019

	};
1020

1021
	// Animation Loop
M
Mr.doob 已提交
1022

1023 1024
	var isAnimating = false;
	var onAnimationFrame = null;
1025

1026
	function start() {
1027

1028
		if ( isAnimating ) return;
1029 1030

		var device = vr.getDevice();
M
Mugen87 已提交
1031

1032
		if ( device && device.isPresenting ) {
1033 1034 1035 1036 1037 1038 1039 1040

			device.requestAnimationFrame( loop );

		} else {

			window.requestAnimationFrame( loop );

		}
1041

1042
		isAnimating = true;
1043

1044
	}
1045

1046
	function loop( time ) {
1047

1048
		if ( onAnimationFrame !== null ) onAnimationFrame( time );
1049 1050

		var device = vr.getDevice();
M
Mugen87 已提交
1051

1052
		if ( device && device.isPresenting ) {
1053 1054 1055 1056 1057 1058 1059 1060

			device.requestAnimationFrame( loop );

		} else {

			window.requestAnimationFrame( loop );

		}
1061

1062 1063 1064
	}

	this.animate = function ( callback ) {
1065

1066 1067
		onAnimationFrame = callback;
		start();
1068 1069 1070

	};

M
Mr.doob 已提交
1071 1072 1073
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1074

0
06wj 已提交
1075
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1076

1077
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1078 1079 1080 1081
			return;

		}

1082 1083
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1084 1085
		// reset caching for this frame

1086
		_currentGeometryProgram = '';
1087
		_currentMaterialId = - 1;
1088
		_currentCamera = null;
M
Mr.doob 已提交
1089 1090 1091

		// update scene graph

1092
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1093 1094 1095

		// update camera matrices and frustum

1096
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1097

1098 1099 1100 1101 1102 1103
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1104 1105 1106
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

1107 1108 1109
		lightsArray.length = 0;
		shadowsArray.length = 0;

1110 1111
		spritesArray.length = 0;
		flaresArray.length = 0;
M
Mr.doob 已提交
1112

T
tschw 已提交
1113
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1114
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1115

1116 1117 1118
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1119
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1120

M
Mr.doob 已提交
1121
		if ( _this.sortObjects === true ) {
1122

1123
			currentRenderList.sort();
M
Mr.doob 已提交
1124

1125 1126
		}

M
Mr.doob 已提交
1127
		//
M
Mr.doob 已提交
1128

T
tschw 已提交
1129
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1130

1131
		shadowMap.render( shadowsArray, scene, camera );
1132

1133
		lights.setup( lightsArray, shadowsArray, camera );
1134

T
tschw 已提交
1135
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1136

M
Mr.doob 已提交
1137 1138
		//

M
Mr.doob 已提交
1139
		_infoRender.frame ++;
1140 1141 1142 1143
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1144

1145 1146 1147 1148 1149 1150
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1151 1152
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1153 1154
		//

1155
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1156

1157
		// render scene
M
Mr.doob 已提交
1158

1159 1160 1161
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1162 1163
		if ( scene.overrideMaterial ) {

1164
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1165

M
Mr.doob 已提交
1166 1167
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1168

M
Mr.doob 已提交
1169 1170 1171 1172
		} else {

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

M
Mr.doob 已提交
1173
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1174 1175 1176

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

M
Mr.doob 已提交
1177
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1178 1179 1180

		}

1181
		// custom renderers
M
Mr.doob 已提交
1182

1183 1184
		spriteRenderer.render( spritesArray, scene, camera );
		flareRenderer.render( flaresArray, scene, camera, _currentViewport );
M
Mr.doob 已提交
1185 1186 1187

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

M
Mr.doob 已提交
1188 1189
		if ( renderTarget ) {

1190
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1191 1192 1193

		}

1194
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1195

1196 1197 1198
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1199

1200
		state.setPolygonOffset( false );
1201

M
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1202
		if ( vr.enabled ) {
1203

M
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1204
			vr.submitFrame();
1205

M
Mr.doob 已提交
1206
		}
M
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1207

M
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1208 1209 1210
		// _gl.finish();

	};
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1211

1212
	/*
M
Mr.doob 已提交
1213 1214
	// TODO Duplicated code (Frustum)

1215 1216
	var _sphere = new Sphere();

T
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1217 1218 1219 1220 1221 1222 1223
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1224
		_sphere.copy( geometry.boundingSphere ).
1225
		applyMatrix4( object.matrixWorld );
M
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1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241

		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
1242 1243

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1244 1245 1246 1247

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259

		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
1260
		} while ( ++ i !== numPlanes );
T
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1261 1262 1263 1264

		return true;

	}
1265
	*/
T
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1266

M
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1267
	function projectObject( object, camera, sortObjects ) {
M
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1268

1269
		if ( object.visible === false ) return;
M
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1270

1271
		var visible = object.layers.test( camera.layers );
M
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1272

1273
		if ( visible ) {
1274

1275
			if ( object.isLight ) {
M
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1276

1277 1278 1279 1280 1281 1282 1283
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
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1284

1285
			} else if ( object.isSprite ) {
M
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1286

1287
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1288

1289
					spritesArray.push( object );
M
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1290

1291
				}
M
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1292

1293
			} else if ( object.isLensFlare ) {
M
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1294

1295
				flaresArray.push( object );
M
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1296

1297
			} else if ( object.isImmediateRenderObject ) {
M
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1298

1299
				if ( sortObjects ) {
M
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1300

1301 1302
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
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1303

1304
				}
M
Mr.doob 已提交
1305

1306
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1307

1308
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1309

1310
				if ( object.isSkinnedMesh ) {
1311

1312
					object.skeleton.update();
1313

1314
				}
1315

1316
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1317

1318 1319 1320 1321 1322 1323
					if ( sortObjects ) {

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

					}
1324

1325 1326
					var geometry = objects.update( object );
					var material = object.material;
1327

1328
					if ( Array.isArray( material ) ) {
1329

1330
						var groups = geometry.groups;
1331

1332
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1333

1334 1335
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1336

1337
							if ( groupMaterial && groupMaterial.visible ) {
1338

1339 1340 1341
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1342

M
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1343
						}
M
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1344

1345
					} else if ( material.visible ) {
1346

1347
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1348

1349
					}
M
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1350

1351
				}
M
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1352

1353
			}
M
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1354

M
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1355
		}
M
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1356

M
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1357
		var children = object.children;
M
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1358

M
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1359 1360
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
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1361
			projectObject( children[ i ], camera, sortObjects );
M
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1362

1363
		}
1364

1365
	}
M
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1366

1367
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
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1368

M
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1369
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1370

1371
			var renderItem = renderList[ i ];
M
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1372

1373
			var object = renderItem.object;
M
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1374 1375 1376
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1377

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

1380 1381
				_currentArrayCamera = camera;

M
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1382
				var cameras = camera.cameras;
M
Mr.doob 已提交
1383

M
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1384
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
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1385

M
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1386
					var camera2 = cameras[ j ];
M
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1387

1388
					if ( object.layers.test( camera2.layers ) ) {
1389

1390
						var bounds = camera2.bounds;
1391

1392 1393 1394 1395
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;
M
Mr.doob 已提交
1396

1397
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1398 1399 1400 1401

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

					}
M
Mr.doob 已提交
1402

M
Mr.doob 已提交
1403
				}
1404

M
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1405
			} else {
M
Mr.doob 已提交
1406

1407 1408
				_currentArrayCamera = null;

M
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1409
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1410

M
Mr.doob 已提交
1411
			}
M
Mr.doob 已提交
1412

1413
		}
M
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1414

1415
	}
G
gero3 已提交
1416

M
Mr.doob 已提交
1417 1418
	function renderObject( object, scene, camera, geometry, material, group ) {

1419 1420
		object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

M
Mr.doob 已提交
1440 1441
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
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1442 1443
	}

1444
	function initMaterial( material, fog, object ) {
M
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1445

1446
		var materialProperties = properties.get( material );
G
gero3 已提交
1447

T
tschw 已提交
1448
		var parameters = programCache.getParameters(
1449
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1450

G
gero3 已提交
1451
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1452

1453
		var program = materialProperties.program;
T
tschw 已提交
1454
		var programChange = true;
1455

1456
		if ( program === undefined ) {
B
Ben Adams 已提交
1457

M
Mr.doob 已提交
1458 1459
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1460

1461
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1462

M
Mr.doob 已提交
1463
			// changed glsl or parameters
1464
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1465

G
gero3 已提交
1466
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1467

T
tschw 已提交
1468
			// same glsl and uniform list
T
tschw 已提交
1469 1470
			return;

T
tschw 已提交
1471
		} else {
B
Ben Adams 已提交
1472

T
tschw 已提交
1473 1474
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1475 1476 1477

		}

1478
		if ( programChange ) {
B
Ben Adams 已提交
1479

1480
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1481

R
Rich Harris 已提交
1482
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1483

1484
				materialProperties.shader = {
1485
					name: material.type,
1486
					uniforms: UniformsUtils.clone( shader.uniforms ),
1487 1488 1489
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1490

1491
			} else {
B
Ben Adams 已提交
1492

1493
				materialProperties.shader = {
1494 1495 1496 1497 1498
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1499

1500
			}
G
gero3 已提交
1501

1502
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1503

1504
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1505

1506 1507
			materialProperties.program = program;
			material.program = program;
1508 1509 1510

		}

1511
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1512 1513 1514 1515 1516

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1517
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1518

1519
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1533
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1534

1535
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1536 1537 1538 1539 1540 1541 1542 1543 1544

					material.numSupportedMorphNormals ++;

				}

			}

		}

1545
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1546

1547
		if ( ! material.isShaderMaterial &&
1548 1549
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1550

T
tschw 已提交
1551
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1552
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1553
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1554 1555 1556

		}

1557
		materialProperties.fog = fog;
1558

1559
		// store the light setup it was created for
1560

1561
		materialProperties.lightsHash = lights.state.hash;
1562

M
Mr.doob 已提交
1563
		if ( material.lights ) {
1564 1565 1566

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

1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1580
			// TODO (abelnation): add area lights shadow info to uniforms
1581

1582 1583
		}

T
tschw 已提交
1584 1585
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1586
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1587

T
tschw 已提交
1588
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1589

M
Mr.doob 已提交
1590
	}
M
Mr.doob 已提交
1591

1592
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1593 1594 1595

		_usedTextureUnits = 0;

1596
		var materialProperties = properties.get( material );
1597

T
tschw 已提交
1598 1599 1600 1601 1602
		if ( _clippingEnabled ) {

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

				var useCache =
1603 1604
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1605 1606 1607 1608

				// 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
1609
				_clipping.setState(
1610 1611
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1612 1613 1614 1615 1616

			}

		}

1617
		if ( material.needsUpdate === false ) {
1618

1619
			if ( materialProperties.program === undefined ) {
1620

1621
				material.needsUpdate = true;
1622

1623
			} else if ( material.fog && materialProperties.fog !== fog ) {
1624

M
Mr.doob 已提交
1625
				material.needsUpdate = true;
1626

1627
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1628

1629
				material.needsUpdate = true;
1630

1631
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1632
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1633
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1634 1635 1636

				material.needsUpdate = true;

1637
			}
1638 1639 1640 1641

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1642

1643
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1644 1645 1646 1647
			material.needsUpdate = false;

		}

1648
		var refreshProgram = false;
M
Mr.doob 已提交
1649
		var refreshMaterial = false;
1650
		var refreshLights = false;
M
Mr.doob 已提交
1651

1652
		var program = materialProperties.program,
1653
			p_uniforms = program.getUniforms(),
1654
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1655

1656
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1657

1658
			refreshProgram = true;
M
Mr.doob 已提交
1659
			refreshMaterial = true;
1660
			refreshLights = true;
M
Mr.doob 已提交
1661 1662 1663 1664 1665 1666

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1667

M
Mr.doob 已提交
1668 1669 1670 1671
			refreshMaterial = true;

		}

1672
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1673

M
Mr.doob 已提交
1674
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1675

G
gero3 已提交
1676
			if ( capabilities.logarithmicDepthBuffer ) {
1677

T
tschw 已提交
1678
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1679
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1680 1681 1682

			}

1683
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1684

1685
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1686

1687
				_currentCamera = ( _currentArrayCamera || camera );
1688 1689 1690 1691 1692 1693

				// 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
1694
				refreshLights = true;		// remains set until update done
1695 1696

			}
M
Mr.doob 已提交
1697

1698 1699 1700
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1701
			if ( material.isShaderMaterial ||
1702 1703 1704
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1705

T
tschw 已提交
1706 1707 1708
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1709

T
tschw 已提交
1710
					uCamPos.setValue( _gl,
1711
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1712 1713 1714 1715 1716

				}

			}

1717
			if ( material.isMeshPhongMaterial ||
1718 1719 1720 1721
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1722
				material.skinning ) {
1723

T
tschw 已提交
1724
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1725 1726 1727

			}

M
Mr.doob 已提交
1728 1729 1730 1731 1732 1733
		}

		// 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

1734
		if ( material.skinning ) {
M
Mr.doob 已提交
1735

T
tschw 已提交
1736 1737
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1738

T
tschw 已提交
1739
			var skeleton = object.skeleton;
1740

T
tschw 已提交
1741
			if ( skeleton ) {
1742

1743 1744
				var bones = skeleton.bones;

1745
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1746

1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757
					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
1758
						size = _Math.ceilPowerOfTwo( size );
1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771
						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;

					}

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					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
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T
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1775
				} else {
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1776

T
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1777
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
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1778 1779 1780 1781 1782 1783 1784 1785 1786

				}

			}

		}

		if ( refreshMaterial ) {

1787 1788 1789
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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1790
			if ( material.lights ) {
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1791

1792
				// the current material requires lighting info
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1793

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1794 1795 1796 1797 1798 1799
				// 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
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1800

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1801
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
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1802

T
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1803
			}
G
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1804

T
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1805
			// refresh uniforms common to several materials
G
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1806

T
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1807
			if ( fog && material.fog ) {
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1808

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1809
				refreshUniformsFog( m_uniforms, fog );
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1810 1811 1812

			}

1813
			if ( material.isMeshBasicMaterial ) {
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1814 1815 1816

				refreshUniformsCommon( m_uniforms, material );

1817
			} else if ( material.isMeshLambertMaterial ) {
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1818

1819 1820
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
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1821

1822
			} else if ( material.isMeshPhongMaterial ) {
M
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1823

1824
				refreshUniformsCommon( m_uniforms, material );
M
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1825

1826
				if ( material.isMeshToonMaterial ) {
M
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1827

1828
					refreshUniformsToon( m_uniforms, material );
M
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1829

1830
				} else {
1831

1832
					refreshUniformsPhong( m_uniforms, material );
1833

1834
				}
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1835

1836
			} else if ( material.isMeshStandardMaterial ) {
T
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1837

1838
				refreshUniformsCommon( m_uniforms, material );
1839

1840
				if ( material.isMeshPhysicalMaterial ) {
1841

1842
					refreshUniformsPhysical( m_uniforms, material );
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1843

1844
				} else {
W
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1845

1846
					refreshUniformsStandard( m_uniforms, material );
W
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1847

1848
				}
W
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1849

1850
			} else if ( material.isMeshDepthMaterial ) {
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1851

1852
				refreshUniformsCommon( m_uniforms, material );
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1853
				refreshUniformsDepth( m_uniforms, material );
1854

W
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1855
			} else if ( material.isMeshDistanceMaterial ) {
1856

1857
				refreshUniformsCommon( m_uniforms, material );
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1858
				refreshUniformsDistance( m_uniforms, material );
1859

1860
			} else if ( material.isMeshNormalMaterial ) {
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1862
				refreshUniformsCommon( m_uniforms, material );
1863
				refreshUniformsNormal( m_uniforms, material );
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1864

1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1879 1880 1881 1882 1883
			} else if ( material.isShadowMaterial ) {

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

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1884 1885
			}

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1886 1887 1888 1889 1890 1891
			// 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;

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1892
			WebGLUniforms.upload(
1893
				_gl, materialProperties.uniformsList, m_uniforms, _this );
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1894 1895 1896

		}

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1897

T
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1898
		// common matrices
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1899

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1900 1901
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1902
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1903

T
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1904
		return program;
A
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1905 1906 1907

	}

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1908 1909
	// Uniforms (refresh uniforms objects)

M
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1910
	function refreshUniformsCommon( uniforms, material ) {
M
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1911 1912 1913

		uniforms.opacity.value = material.opacity;

1914 1915 1916 1917 1918
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
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1919

1920
		if ( material.emissive ) {
M
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1921

1922
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
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1923 1924 1925

		}

1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

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

		}
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1958

1959 1960 1961 1962 1963 1964 1965
		if ( material.lightMap ) {

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

		}

1966
		if ( material.aoMap ) {
1967

1968 1969
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1970 1971 1972

		}

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1973
		// uv repeat and offset setting priorities
M
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1974 1975 1976 1977 1978
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1979
		// 6. emissive map
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1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1991 1992 1993 1994
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
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1995 1996 1997 1998 1999 2000 2001 2002
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2003 2004 2005 2006 2007 2008 2009 2010
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2011 2012 2013 2014
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2015 2016 2017 2018
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
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2019 2020 2021 2022
		}

		if ( uvScaleMap !== undefined ) {

2023
			// backwards compatibility
2024
			if ( uvScaleMap.isWebGLRenderTarget ) {
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Mr.doob 已提交
2025 2026 2027 2028 2029

				uvScaleMap = uvScaleMap.texture;

			}

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2030
			if ( uvScaleMap.matrixAutoUpdate === true ) {
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2031

T
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2032 2033 2034 2035
				var offset = uvScaleMap.offset;
				var repeat = uvScaleMap.repeat;
				var rotation = uvScaleMap.rotation;
				var center = uvScaleMap.center;
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Mr.doob 已提交
2036

T
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2037
				uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
M
Mr.doob 已提交
2038

W
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2039
			}
2040

2041
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2042 2043 2044

		}

M
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2045
	}
M
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2046

M
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2047
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2048 2049 2050 2051

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

M
Mr.doob 已提交
2052
	}
M
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2053

M
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2054
	function refreshUniformsDash( uniforms, material ) {
M
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2055 2056 2057 2058 2059

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

M
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2060
	}
M
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2061

M
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2062
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2063

2064
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2065
		uniforms.opacity.value = material.opacity;
2066
		uniforms.size.value = material.size * _pixelRatio;
2067
		uniforms.scale.value = _height * 0.5;
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2068 2069 2070

		uniforms.map.value = material.map;

2071 2072
		if ( material.map !== null ) {

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2073
			if ( material.map.matrixAutoUpdate === true ) {
2074

T
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2075 2076 2077 2078
				var offset = material.map.offset;
				var repeat = material.map.repeat;
				var rotation = material.map.rotation;
				var center = material.map.center;
2079

T
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2080
				material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
W
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2081 2082

			}
2083

2084
			uniforms.uvTransform.value.copy( material.map.matrix );
2085 2086 2087

		}

M
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2088
	}
M
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2089

M
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2090
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2091 2092 2093

		uniforms.fogColor.value = fog.color;

2094
		if ( fog.isFog ) {
M
Mr.doob 已提交
2095 2096 2097 2098

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

2099
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2100 2101 2102 2103 2104

			uniforms.fogDensity.value = fog.density;

		}

M
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2105
	}
M
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2106

M
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2107
	function refreshUniformsLambert( uniforms, material ) {
2108 2109 2110 2111 2112 2113 2114 2115 2116

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

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2117
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2118

2119
		uniforms.specular.value = material.specular;
M
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2120
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
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2121

2122
		if ( material.emissiveMap ) {
2123

2124
			uniforms.emissiveMap.value = material.emissiveMap;
2125

2126
		}
M
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2127

2128 2129 2130 2131
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
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2132

2133
		}
M
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2134

2135 2136 2137 2138 2139 2140
		if ( material.normalMap ) {

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

		}
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2141

2142 2143 2144 2145 2146
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2147

2148
		}
2149

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2150 2151 2152 2153 2154 2155
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
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2156
		if ( material.gradientMap ) {
T
Takahiro 已提交
2157

T
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2158
			uniforms.gradientMap.value = material.gradientMap;
T
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2159 2160 2161

		}

2162 2163
	}

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2164
	function refreshUniformsStandard( uniforms, material ) {
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2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217

		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;

		}

	}

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2218
	function refreshUniformsPhysical( uniforms, material ) {
W
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2219

2220 2221 2222
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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2223 2224 2225 2226
		refreshUniformsStandard( uniforms, material );

	}

W
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2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254
	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

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

	}

2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280
	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;

		}

	}

2281 2282
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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2283
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2284

M
Mr.doob 已提交
2285
		uniforms.ambientLightColor.needsUpdate = value;
2286

B
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2287 2288 2289
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2290
		uniforms.rectAreaLights.needsUpdate = value;
B
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2291
		uniforms.hemisphereLights.needsUpdate = value;
2292

M
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2293
	}
2294

M
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2295 2296 2297 2298
	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
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2299
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2300
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
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2301 2302 2303 2304 2305

	};

	// Textures

T
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2306 2307 2308 2309 2310 2311
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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2312
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
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2313 2314 2315 2316 2317 2318 2319 2320 2321

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2322
	this.allocTextureUnit = allocTextureUnit;
T
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2323

2324
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2325
	this.setTexture2D = ( function () {
T
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2326

2327
		var warned = false;
T
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2328

2329
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2330
		return function setTexture2D( texture, slot ) {
T
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2331

T
Takahiro 已提交
2332
			if ( texture && texture.isWebGLRenderTarget ) {
T
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2333

2334
				if ( ! warned ) {
T
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2335

2336 2337
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
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2338

2339
				}
T
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2340

2341
				texture = texture.texture;
T
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2342

2343
			}
T
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2344

2345
			textures.setTexture2D( texture, slot );
T
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2346

2347
		};
T
tschw 已提交
2348

2349
	}() );
T
tschw 已提交
2350

M
Mr.doob 已提交
2351
	this.setTexture = ( function () {
2352 2353 2354

		var warned = false;

W
WestLangley 已提交
2355
		return function setTexture( texture, slot ) {
2356 2357 2358 2359 2360 2361 2362 2363

			if ( ! warned ) {

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

			}

2364
			textures.setTexture2D( texture, slot );
2365 2366 2367 2368 2369

		};

	}() );

M
Mr.doob 已提交
2370
	this.setTextureCube = ( function () {
2371 2372 2373

		var warned = false;

W
WestLangley 已提交
2374
		return function setTextureCube( texture, slot ) {
2375 2376

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2377
			if ( texture && texture.isWebGLRenderTargetCube ) {
2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391

				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
2392
			if ( ( texture && texture.isCubeTexture ) ||
2393
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2394 2395 2396 2397

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2398
				textures.setTextureCube( texture, slot );
2399 2400 2401 2402 2403

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2404
				textures.setTextureCubeDynamic( texture, slot );
2405 2406 2407 2408 2409 2410

			}

		};

	}() );
T
tschw 已提交
2411

2412
	this.getRenderTarget = function () {
2413 2414 2415

		return _currentRenderTarget;

M
Michael Herzog 已提交
2416
	};
2417

2418
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2419

2420 2421
		_currentRenderTarget = renderTarget;

2422
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2423

2424
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2425 2426 2427

		}

M
Mr.doob 已提交
2428
		var framebuffer = null;
M
Mr.doob 已提交
2429
		var isCube = false;
M
Mr.doob 已提交
2430 2431 2432

		if ( renderTarget ) {

M
Mr.doob 已提交
2433
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2434

M
Mr.doob 已提交
2435
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2436

M
Mr.doob 已提交
2437
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2438
				isCube = true;
M
Mr.doob 已提交
2439 2440 2441

			} else {

M
Mr.doob 已提交
2442
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2443 2444 2445

			}

M
Mr.doob 已提交
2446
			_currentViewport.copy( renderTarget.viewport );
2447 2448
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2449

M
Mr.doob 已提交
2450 2451
		} else {

M
Mr.doob 已提交
2452
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2453
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2454
			_currentScissorTest = _scissorTest;
2455

M
Mr.doob 已提交
2456 2457
		}

M
Mr.doob 已提交
2458
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2459 2460 2461 2462 2463 2464

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

		}

M
Mr.doob 已提交
2465
		state.viewport( _currentViewport );
2466 2467
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2468

M
Mr.doob 已提交
2469 2470 2471
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2472
			_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
2473 2474 2475

		}

M
Mr.doob 已提交
2476 2477
	};

M
Mr.doob 已提交
2478
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2479

0
06wj 已提交
2480
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2481

2482
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2483
			return;
2484

G
gero3 已提交
2485
		}
2486

M
Mr.doob 已提交
2487
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2488

M
Mr.doob 已提交
2489
		if ( framebuffer ) {
2490

G
gero3 已提交
2491
			var restore = false;
2492

M
Mr.doob 已提交
2493
			if ( framebuffer !== _currentFramebuffer ) {
2494

M
Mr.doob 已提交
2495
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2496

G
gero3 已提交
2497
				restore = true;
2498

G
gero3 已提交
2499
			}
2500

M
Mr.doob 已提交
2501
			try {
2502

M
Mr.doob 已提交
2503
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2504 2505
				var textureFormat = texture.format;
				var textureType = texture.type;
2506

2507
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2508

M
Mr.doob 已提交
2509 2510
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2511

M
Mr.doob 已提交
2512
				}
2513

2514
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2515 2516
					! ( 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' ) ) ) {
2517

M
Mr.doob 已提交
2518 2519
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2520

M
Mr.doob 已提交
2521
				}
2522

M
Mr.doob 已提交
2523
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2524

2525 2526
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2527
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2528

2529
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2530 2531

					}
2532

M
Mr.doob 已提交
2533
				} else {
M
Mr.doob 已提交
2534

M
Mr.doob 已提交
2535 2536 2537
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2538

M
Mr.doob 已提交
2539
			} finally {
M
Mr.doob 已提交
2540

M
Mr.doob 已提交
2541 2542 2543
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2544

M
Mr.doob 已提交
2545 2546 2547
				}

			}
M
Mr.doob 已提交
2548 2549 2550

		}

M
Mr.doob 已提交
2551 2552
	};

M
Mr.doob 已提交
2553
}
R
Rich Harris 已提交
2554

T
Tristan VALCKE 已提交
2555

2556
export { WebGLRenderer };