WebGLRenderer.js 57.3 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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		// event listeners must be registered before WebGL context is created, see #12753

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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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Mr.doob 已提交
622

623 624 625
					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
626

627 628 629
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
630

631 632 633
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
634

635 636 637
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
638 639 640 641 642 643

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
644

645
			state.enableAttribute( programAttributes.normal );
646

647
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
648 649 650 651 652

		}

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

653
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
654
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
655

656
			state.enableAttribute( programAttributes.uv );
657

658
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
659 660 661

		}

R
Rich Harris 已提交
662
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
663

664
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
665
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
666

667
			state.enableAttribute( programAttributes.color );
668

669
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
670 671 672

		}

673
		state.disableUnusedAttributes();
674

M
Mr.doob 已提交
675 676 677 678 679 680
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

681
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
682

683
		state.setMaterial( material );
M
Mr.doob 已提交
684

M
Mr.doob 已提交
685
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
686
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
687

M
Mr.doob 已提交
688
		var updateBuffers = false;
M
Mr.doob 已提交
689 690 691 692 693 694 695 696

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

697
		if ( object.morphTargetInfluences ) {
698

699
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
700 701 702 703 704

			updateBuffers = true;

		}

705 706
		//

707
		var index = geometry.index;
708
		var position = geometry.attributes.position;
709
		var rangeFactor = 1;
710

711 712
		if ( material.wireframe === true ) {

713
			index = geometries.getWireframeAttribute( geometry );
714
			rangeFactor = 2;
715 716 717

		}

M
Mr.doob 已提交
718
		var attribute;
M
Mr.doob 已提交
719
		var renderer = bufferRenderer;
720

721
		if ( index !== null ) {
722

M
Mr.doob 已提交
723
			attribute = attributes.get( index );
724

725
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
726
			renderer.setIndex( attribute );
727

728
		}
M
Mr.doob 已提交
729

730
		if ( updateBuffers ) {
M
Mr.doob 已提交
731

732
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
733

734
			if ( index !== null ) {
735

M
Mr.doob 已提交
736
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
737 738 739

			}

740
		}
741

742 743
		//

744
		var dataCount = 0;
745

M
Mr.doob 已提交
746
		if ( index !== null ) {
747

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

M
Mr.doob 已提交
750
		} else if ( position !== undefined ) {
751

M
Mr.doob 已提交
752
			dataCount = position.count;
753

M
Mr.doob 已提交
754
		}
755

M
Mr.doob 已提交
756 757
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
758

M
Mr.doob 已提交
759 760
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
761

M
Mr.doob 已提交
762 763
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
764 765 766

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

767 768
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
769
		//
770

771
		if ( object.isMesh ) {
772

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

775
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
776
				renderer.setMode( _gl.LINES );
777

778
			} else {
M
Mr.doob 已提交
779 780

				switch ( object.drawMode ) {
781

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

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

R
Rich Harris 已提交
790
					case TriangleFanDrawMode:
B
Ben Adams 已提交
791 792 793 794
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
795

796
			}
797

798

799
		} else if ( object.isLine ) {
800

801
			var lineWidth = material.linewidth;
802

803
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
804

805
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
806

807
			if ( object.isLineSegments ) {
808

809
				renderer.setMode( _gl.LINES );
810

811 812 813 814
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

815
			} else {
816

817
				renderer.setMode( _gl.LINE_STRIP );
818 819

			}
M
Mr.doob 已提交
820

821
		} else if ( object.isPoints ) {
822 823

			renderer.setMode( _gl.POINTS );
824 825

		}
826

T
Takahiro 已提交
827
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
828 829 830

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
831
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
832

J
jfranc 已提交
833
			}
834 835 836

		} else {

M
Mr.doob 已提交
837
			renderer.render( drawStart, drawCount );
838

M
Mr.doob 已提交
839 840 841 842
		}

	};

843
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
844

T
Takahiro 已提交
845
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
846

847
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
848

849
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
850
				return;
B
Ben Adams 已提交
851

M
Mr.doob 已提交
852 853 854
			}

		}
B
Ben Adams 已提交
855

856 857
		if ( startIndex === undefined ) startIndex = 0;

858 859
		state.initAttributes();

860
		var geometryAttributes = geometry.attributes;
861

862
		var programAttributes = program.getAttributes();
863

864
		var materialDefaultAttributeValues = material.defaultAttributeValues;
865

866
		for ( var name in programAttributes ) {
867

868
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
869

M
Mr.doob 已提交
870
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
871

872
				var geometryAttribute = geometryAttributes[ name ];
873

M
Mr.doob 已提交
874
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
875

876
					var normalized = geometryAttribute.normalized;
877
					var size = geometryAttribute.itemSize;
878

M
Mr.doob 已提交
879
					var attribute = attributes.get( geometryAttribute );
880

881 882 883 884
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
885 886 887
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
888

A
aardgoose 已提交
889
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
890

M
Mr.doob 已提交
891 892 893 894
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
895
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
896

897
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
898

M
Mr.doob 已提交
899
							if ( geometry.maxInstancedCount === undefined ) {
900

D
dubejf 已提交
901
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
902

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

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

M
Mr.doob 已提交
907
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
908

M
Mr.doob 已提交
909
						}
B
Ben Adams 已提交
910

M
Mr.doob 已提交
911
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
912
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
913

M
Mr.doob 已提交
914
					} else {
B
Ben Adams 已提交
915

A
aardgoose 已提交
916
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
917

918
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
919

M
Mr.doob 已提交
920
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
921

D
dubejf 已提交
922
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
923

M
Mr.doob 已提交
924
							}
B
Ben Adams 已提交
925

M
Mr.doob 已提交
926 927 928 929
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
930
						}
B
Ben Adams 已提交
931

M
Mr.doob 已提交
932
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
933
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
934

B
Ben Adams 已提交
935
					}
M
Mr.doob 已提交
936

937 938
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
939
					var value = materialDefaultAttributeValues[ name ];
940

941
					if ( value !== undefined ) {
M
Mr.doob 已提交
942

943
						switch ( value.length ) {
M
Mr.doob 已提交
944

945 946 947
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
948

949 950 951
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
952

953 954 955
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
956

957 958
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
959 960

						}
M
Mr.doob 已提交
961 962 963 964 965 966 967 968

					}

				}

			}

		}
969

970
		state.disableUnusedAttributes();
971

M
Mr.doob 已提交
972 973
	}

M
Mr.doob 已提交
974
	// Compile
M
Mr.doob 已提交
975

M
Mr.doob 已提交
976
	this.compile = function ( scene, camera ) {
977

978 979
		lightsArray.length = 0;
		shadowsArray.length = 0;
980

M
Mr.doob 已提交
981
		scene.traverse( function ( object ) {
G
gero3 已提交
982 983

			if ( object.isLight ) {
M
Mr.doob 已提交
984

985 986 987 988 989 990 991
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
992

G
gero3 已提交
993
			}
M
Mr.doob 已提交
994 995 996

		} );

997
		lights.setup( lightsArray, shadowsArray, camera );
M
Mr.doob 已提交
998 999 1000 1001 1002

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1003
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1004

G
gero3 已提交
1005
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1006 1007 1008

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

G
gero3 已提交
1009
					}
M
Mr.doob 已提交
1010

G
gero3 已提交
1011
				} else {
M
Mr.doob 已提交
1012 1013 1014

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

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

G
gero3 已提交
1017
			}
M
Mr.doob 已提交
1018 1019

		} );
G
gero3 已提交
1020 1021

	};
1022

1023
	// Animation Loop
M
Mr.doob 已提交
1024

1025 1026
	var isAnimating = false;
	var onAnimationFrame = null;
1027

1028
	function start() {
1029

1030
		if ( isAnimating ) return;
1031 1032

		var device = vr.getDevice();
M
Mugen87 已提交
1033

1034
		if ( device && device.isPresenting ) {
1035 1036 1037 1038 1039 1040 1041 1042

			device.requestAnimationFrame( loop );

		} else {

			window.requestAnimationFrame( loop );

		}
1043

1044
		isAnimating = true;
1045

1046
	}
1047

1048
	function loop( time ) {
1049

1050
		if ( onAnimationFrame !== null ) onAnimationFrame( time );
1051 1052

		var device = vr.getDevice();
M
Mugen87 已提交
1053

1054
		if ( device && device.isPresenting ) {
1055 1056 1057 1058 1059 1060 1061 1062

			device.requestAnimationFrame( loop );

		} else {

			window.requestAnimationFrame( loop );

		}
1063

1064 1065 1066
	}

	this.animate = function ( callback ) {
1067

1068 1069
		onAnimationFrame = callback;
		start();
1070 1071 1072

	};

M
Mr.doob 已提交
1073 1074 1075
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1076

0
06wj 已提交
1077
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1078

1079
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1080 1081 1082 1083
			return;

		}

1084 1085
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1086 1087
		// reset caching for this frame

1088
		_currentGeometryProgram = '';
1089
		_currentMaterialId = - 1;
1090
		_currentCamera = null;
M
Mr.doob 已提交
1091 1092 1093

		// update scene graph

1094
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1095 1096 1097

		// update camera matrices and frustum

1098
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1099

1100 1101 1102 1103 1104 1105
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1106 1107 1108
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

1109 1110 1111
		lightsArray.length = 0;
		shadowsArray.length = 0;

1112 1113
		spritesArray.length = 0;
		flaresArray.length = 0;
M
Mr.doob 已提交
1114

T
tschw 已提交
1115
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1116
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1117

1118 1119 1120
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1121
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1122

M
Mr.doob 已提交
1123
		if ( _this.sortObjects === true ) {
1124

1125
			currentRenderList.sort();
M
Mr.doob 已提交
1126

1127 1128
		}

M
Mr.doob 已提交
1129
		//
M
Mr.doob 已提交
1130

M
Mugen87 已提交
1131 1132 1133 1134
		textures.updateVideoTextures();

		//

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

1137
		shadowMap.render( shadowsArray, scene, camera );
1138

1139
		lights.setup( lightsArray, shadowsArray, camera );
1140

T
tschw 已提交
1141
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1142

M
Mr.doob 已提交
1143 1144
		//

M
Mr.doob 已提交
1145
		_infoRender.frame ++;
1146 1147 1148 1149
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1150

1151 1152 1153 1154 1155 1156
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1157 1158
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1159 1160
		//

1161
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1162

1163
		// render scene
M
Mr.doob 已提交
1164

1165 1166 1167
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1168 1169
		if ( scene.overrideMaterial ) {

1170
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1171

M
Mr.doob 已提交
1172 1173
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1174

M
Mr.doob 已提交
1175 1176 1177 1178
		} else {

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

M
Mr.doob 已提交
1179
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1180 1181 1182

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

M
Mr.doob 已提交
1183
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1184 1185 1186

		}

1187
		// custom renderers
M
Mr.doob 已提交
1188

1189 1190
		spriteRenderer.render( spritesArray, scene, camera );
		flareRenderer.render( flaresArray, scene, camera, _currentViewport );
M
Mr.doob 已提交
1191 1192 1193

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

M
Mr.doob 已提交
1194 1195
		if ( renderTarget ) {

1196
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1197 1198 1199

		}

1200
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1201

1202 1203 1204
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
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Mr.doob 已提交
1205

1206
		state.setPolygonOffset( false );
1207

M
Mr.doob 已提交
1208
		if ( vr.enabled ) {
1209

M
Mr.doob 已提交
1210
			vr.submitFrame();
1211

M
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1212
		}
M
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1213

M
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1214 1215 1216
		// _gl.finish();

	};
M
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1217

1218
	/*
M
Mr.doob 已提交
1219 1220
	// TODO Duplicated code (Frustum)

1221 1222
	var _sphere = new Sphere();

T
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1223 1224 1225 1226 1227 1228 1229
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1230
		_sphere.copy( geometry.boundingSphere ).
1231
		applyMatrix4( object.matrixWorld );
M
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1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247

		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
1248 1249

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1250 1251 1252 1253

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265

		var planes = _this.clippingPlanes,

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

		do {

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

T
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1266
		} while ( ++ i !== numPlanes );
T
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1267 1268 1269 1270

		return true;

	}
1271
	*/
T
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1272

M
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1273
	function projectObject( object, camera, sortObjects ) {
M
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1274

1275
		if ( object.visible === false ) return;
M
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1276

1277
		var visible = object.layers.test( camera.layers );
M
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1278

1279
		if ( visible ) {
1280

1281
			if ( object.isLight ) {
M
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1282

1283 1284 1285 1286 1287 1288 1289
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
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1290

1291
			} else if ( object.isSprite ) {
M
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1292

1293
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1294

1295
					spritesArray.push( object );
M
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1296

1297
				}
M
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1298

1299
			} else if ( object.isLensFlare ) {
M
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1300

1301
				flaresArray.push( object );
M
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1302

1303
			} else if ( object.isImmediateRenderObject ) {
M
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1304

1305
				if ( sortObjects ) {
M
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1306

1307 1308
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1309

1310
				}
M
Mr.doob 已提交
1311

1312
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1313

1314
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1315

1316
				if ( object.isSkinnedMesh ) {
1317

1318
					object.skeleton.update();
1319

1320
				}
1321

1322
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1323

1324 1325 1326 1327 1328 1329
					if ( sortObjects ) {

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

					}
1330

1331 1332
					var geometry = objects.update( object );
					var material = object.material;
1333

1334
					if ( Array.isArray( material ) ) {
1335

1336
						var groups = geometry.groups;
1337

1338
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1339

1340 1341
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1342

1343
							if ( groupMaterial && groupMaterial.visible ) {
1344

1345 1346 1347
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1348

M
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1349
						}
M
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1350

1351
					} else if ( material.visible ) {
1352

1353
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1354

1355
					}
M
Mr.doob 已提交
1356

1357
				}
M
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1358

1359
			}
M
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1360

M
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1361
		}
M
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1362

M
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1363
		var children = object.children;
M
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1364

M
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1365 1366
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
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1367
			projectObject( children[ i ], camera, sortObjects );
M
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1368

1369
		}
1370

1371
	}
M
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1372

1373
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
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1374

M
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1375
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1376

1377
			var renderItem = renderList[ i ];
M
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1378

1379
			var object = renderItem.object;
M
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1380 1381 1382
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1383

M
Mr.doob 已提交
1384
			if ( camera.isArrayCamera ) {
M
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1385

1386 1387
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1388
				var cameras = camera.cameras;
M
Mr.doob 已提交
1389

M
Mr.doob 已提交
1390
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1391

M
Mr.doob 已提交
1392
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1393

1394
					if ( object.layers.test( camera2.layers ) ) {
1395

1396
						var bounds = camera2.bounds;
1397

1398 1399 1400 1401
						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
1402

1403
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1404 1405 1406 1407

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

					}
M
Mr.doob 已提交
1408

M
Mr.doob 已提交
1409
				}
1410

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

1413 1414
				_currentArrayCamera = null;

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

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

1419
		}
M
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1420

1421
	}
G
gero3 已提交
1422

M
Mr.doob 已提交
1423 1424
	function renderObject( object, scene, camera, geometry, material, group ) {

1425 1426
		object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445
		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
1446 1447
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
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1448 1449
	}

1450
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1451

1452
		var materialProperties = properties.get( material );
G
gero3 已提交
1453

T
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1454
		var parameters = programCache.getParameters(
1455
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1456

G
gero3 已提交
1457
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1458

1459
		var program = materialProperties.program;
T
tschw 已提交
1460
		var programChange = true;
1461

1462
		if ( program === undefined ) {
B
Ben Adams 已提交
1463

M
Mr.doob 已提交
1464 1465
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1466

1467
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1468

M
Mr.doob 已提交
1469
			// changed glsl or parameters
1470
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1471

G
gero3 已提交
1472
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1473

T
tschw 已提交
1474
			// same glsl and uniform list
T
tschw 已提交
1475 1476
			return;

T
tschw 已提交
1477
		} else {
B
Ben Adams 已提交
1478

T
tschw 已提交
1479 1480
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1481 1482 1483

		}

1484
		if ( programChange ) {
B
Ben Adams 已提交
1485

1486
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1487

R
Rich Harris 已提交
1488
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1489

1490
				materialProperties.shader = {
1491
					name: material.type,
1492
					uniforms: UniformsUtils.clone( shader.uniforms ),
1493 1494 1495
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1496

1497
			} else {
B
Ben Adams 已提交
1498

1499
				materialProperties.shader = {
1500 1501 1502 1503 1504
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1505

1506
			}
G
gero3 已提交
1507

1508
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1509

1510
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1511

1512 1513
			materialProperties.program = program;
			material.program = program;
1514 1515 1516

		}

1517
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1518 1519 1520 1521 1522

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1523
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1524

1525
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1539
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1540

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

1551
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1552

1553
		if ( ! material.isShaderMaterial &&
1554 1555
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1556

T
tschw 已提交
1557
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1558
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1559
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1560 1561 1562

		}

1563
		materialProperties.fog = fog;
1564

1565
		// store the light setup it was created for
1566

1567
		materialProperties.lightsHash = lights.state.hash;
1568

M
Mr.doob 已提交
1569
		if ( material.lights ) {
1570 1571 1572

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

1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585
			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;
1586
			// TODO (abelnation): add area lights shadow info to uniforms
1587

1588 1589
		}

T
tschw 已提交
1590 1591
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1592
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1593

T
tschw 已提交
1594
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1595

M
Mr.doob 已提交
1596
	}
M
Mr.doob 已提交
1597

1598
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1599 1600 1601

		_usedTextureUnits = 0;

1602
		var materialProperties = properties.get( material );
1603

T
tschw 已提交
1604 1605 1606 1607 1608
		if ( _clippingEnabled ) {

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

				var useCache =
1609 1610
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1611 1612 1613 1614

				// 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
1615
				_clipping.setState(
1616 1617
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1618 1619 1620 1621 1622

			}

		}

1623
		if ( material.needsUpdate === false ) {
1624

1625
			if ( materialProperties.program === undefined ) {
1626

1627
				material.needsUpdate = true;
1628

1629
			} else if ( material.fog && materialProperties.fog !== fog ) {
1630

M
Mr.doob 已提交
1631
				material.needsUpdate = true;
1632

1633
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1634

1635
				material.needsUpdate = true;
1636

1637
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1638
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1639
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1640 1641 1642

				material.needsUpdate = true;

1643
			}
1644 1645 1646 1647

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1648

1649
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1650 1651 1652 1653
			material.needsUpdate = false;

		}

1654
		var refreshProgram = false;
M
Mr.doob 已提交
1655
		var refreshMaterial = false;
1656
		var refreshLights = false;
M
Mr.doob 已提交
1657

1658
		var program = materialProperties.program,
1659
			p_uniforms = program.getUniforms(),
1660
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1661

1662
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1663

1664
			refreshProgram = true;
M
Mr.doob 已提交
1665
			refreshMaterial = true;
1666
			refreshLights = true;
M
Mr.doob 已提交
1667 1668 1669 1670 1671 1672

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1673

M
Mr.doob 已提交
1674 1675 1676 1677
			refreshMaterial = true;

		}

1678
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1679

M
Mr.doob 已提交
1680
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1681

G
gero3 已提交
1682
			if ( capabilities.logarithmicDepthBuffer ) {
1683

T
tschw 已提交
1684
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1685
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1686 1687 1688

			}

1689
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1690

1691
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1692

1693
				_currentCamera = ( _currentArrayCamera || camera );
1694 1695 1696 1697 1698 1699

				// 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
1700
				refreshLights = true;		// remains set until update done
1701 1702

			}
M
Mr.doob 已提交
1703

1704 1705 1706
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1707
			if ( material.isShaderMaterial ||
1708 1709 1710
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1711

T
tschw 已提交
1712 1713 1714
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1715

T
tschw 已提交
1716
					uCamPos.setValue( _gl,
1717
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1718 1719 1720 1721 1722

				}

			}

1723
			if ( material.isMeshPhongMaterial ||
1724 1725 1726 1727
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1728
				material.skinning ) {
1729

T
tschw 已提交
1730
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1731 1732 1733

			}

M
Mr.doob 已提交
1734 1735 1736 1737 1738 1739
		}

		// 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

1740
		if ( material.skinning ) {
M
Mr.doob 已提交
1741

T
tschw 已提交
1742 1743
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1744

T
tschw 已提交
1745
			var skeleton = object.skeleton;
1746

T
tschw 已提交
1747
			if ( skeleton ) {
1748

1749 1750
				var bones = skeleton.bones;

1751
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1752

1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763
					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
1764
						size = _Math.ceilPowerOfTwo( size );
1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777
						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 );
M
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1780

T
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1781
				} else {
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1782

T
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1783
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
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1784 1785 1786 1787 1788 1789 1790 1791 1792

				}

			}

		}

		if ( refreshMaterial ) {

1793 1794 1795
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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1796
			if ( material.lights ) {
M
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1797

1798
				// the current material requires lighting info
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1799

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1800 1801 1802 1803 1804 1805
				// 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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1806

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1807
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
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1808

T
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1809
			}
G
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1810

T
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1811
			// refresh uniforms common to several materials
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1812

T
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1813
			if ( fog && material.fog ) {
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1814

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1815
				refreshUniformsFog( m_uniforms, fog );
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1816 1817 1818

			}

1819
			if ( material.isMeshBasicMaterial ) {
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1820 1821 1822

				refreshUniformsCommon( m_uniforms, material );

1823
			} else if ( material.isMeshLambertMaterial ) {
M
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1824

1825 1826
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
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1827

1828
			} else if ( material.isMeshPhongMaterial ) {
M
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1829

1830
				refreshUniformsCommon( m_uniforms, material );
M
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1831

1832
				if ( material.isMeshToonMaterial ) {
M
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1833

1834
					refreshUniformsToon( m_uniforms, material );
M
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1835

1836
				} else {
1837

1838
					refreshUniformsPhong( m_uniforms, material );
1839

1840
				}
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1841

1842
			} else if ( material.isMeshStandardMaterial ) {
T
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1843

1844
				refreshUniformsCommon( m_uniforms, material );
1845

1846
				if ( material.isMeshPhysicalMaterial ) {
1847

1848
					refreshUniformsPhysical( m_uniforms, material );
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1849

1850
				} else {
W
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1851

1852
					refreshUniformsStandard( m_uniforms, material );
W
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1853

1854
				}
W
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1855

1856
			} else if ( material.isMeshDepthMaterial ) {
M
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1857

1858
				refreshUniformsCommon( m_uniforms, material );
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1859
				refreshUniformsDepth( m_uniforms, material );
1860

W
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1861
			} else if ( material.isMeshDistanceMaterial ) {
1862

1863
				refreshUniformsCommon( m_uniforms, material );
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1864
				refreshUniformsDistance( m_uniforms, material );
1865

1866
			} else if ( material.isMeshNormalMaterial ) {
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1868
				refreshUniformsCommon( m_uniforms, material );
1869
				refreshUniformsNormal( m_uniforms, material );
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1870

1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1885 1886 1887 1888 1889
			} else if ( material.isShadowMaterial ) {

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

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1890 1891
			}

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1892 1893 1894 1895 1896 1897
			// 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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1898
			WebGLUniforms.upload(
1899
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1900 1901 1902

		}

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1903

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1904
		// common matrices
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1905

M
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1906 1907
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1908
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1909

T
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1910
		return program;
A
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1911 1912 1913

	}

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1914 1915
	// Uniforms (refresh uniforms objects)

M
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1916
	function refreshUniformsCommon( uniforms, material ) {
M
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1917 1918 1919

		uniforms.opacity.value = material.opacity;

1920 1921 1922 1923 1924
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
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1925

1926
		if ( material.emissive ) {
M
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1927

1928
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
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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 1958 1959 1960 1961 1962 1963
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

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

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

		}
M
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1964

1965 1966 1967 1968 1969 1970 1971
		if ( material.lightMap ) {

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

		}

1972
		if ( material.aoMap ) {
1973

1974 1975
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1976 1977 1978

		}

M
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1979
		// uv repeat and offset setting priorities
M
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1980 1981 1982 1983 1984
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1985
		// 6. emissive map
M
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1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1997 1998 1999 2000
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2001 2002 2003 2004 2005 2006 2007 2008
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2009 2010 2011 2012 2013 2014 2015 2016
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2017 2018 2019 2020
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2021 2022 2023 2024
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2025 2026 2027 2028
		}

		if ( uvScaleMap !== undefined ) {

2029
			// backwards compatibility
2030
			if ( uvScaleMap.isWebGLRenderTarget ) {
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Mr.doob 已提交
2031 2032 2033 2034 2035

				uvScaleMap = uvScaleMap.texture;

			}

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2036
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
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2037

T
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2038 2039 2040 2041
				var offset = uvScaleMap.offset;
				var repeat = uvScaleMap.repeat;
				var rotation = uvScaleMap.rotation;
				var center = uvScaleMap.center;
M
Mr.doob 已提交
2042

T
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2043
				uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
M
Mr.doob 已提交
2044

W
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2045
			}
2046

2047
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2048 2049 2050

		}

M
Mr.doob 已提交
2051
	}
M
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2052

M
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2053
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2054 2055 2056 2057

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

M
Mr.doob 已提交
2058
	}
M
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2059

M
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2060
	function refreshUniformsDash( uniforms, material ) {
M
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2061 2062 2063 2064 2065

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

M
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2066
	}
M
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2067

M
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2068
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2069

2070
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2071
		uniforms.opacity.value = material.opacity;
2072
		uniforms.size.value = material.size * _pixelRatio;
2073
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2074 2075 2076

		uniforms.map.value = material.map;

2077 2078
		if ( material.map !== null ) {

W
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2079
			if ( material.map.matrixAutoUpdate === true ) {
2080

T
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2081 2082 2083 2084
				var offset = material.map.offset;
				var repeat = material.map.repeat;
				var rotation = material.map.rotation;
				var center = material.map.center;
2085

T
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2086
				material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
W
WestLangley 已提交
2087 2088

			}
2089

2090
			uniforms.uvTransform.value.copy( material.map.matrix );
2091 2092 2093

		}

M
Mr.doob 已提交
2094
	}
M
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2095

M
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2096
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2097 2098 2099

		uniforms.fogColor.value = fog.color;

2100
		if ( fog.isFog ) {
M
Mr.doob 已提交
2101 2102 2103 2104

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

2105
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2106 2107 2108 2109 2110

			uniforms.fogDensity.value = fog.density;

		}

M
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2111
	}
M
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2112

M
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2113
	function refreshUniformsLambert( uniforms, material ) {
2114 2115 2116 2117 2118 2119 2120 2121 2122

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

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2123
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2124

2125
		uniforms.specular.value = material.specular;
M
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2126
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2127

2128
		if ( material.emissiveMap ) {
2129

2130
			uniforms.emissiveMap.value = material.emissiveMap;
2131

2132
		}
M
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2133

2134 2135 2136 2137
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2138

2139
		}
M
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2140

2141 2142 2143 2144 2145 2146
		if ( material.normalMap ) {

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

		}
M
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2147

2148 2149 2150 2151 2152
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2153

2154
		}
2155

T
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2156 2157 2158 2159 2160 2161
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
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2162
		if ( material.gradientMap ) {
T
Takahiro 已提交
2163

T
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2164
			uniforms.gradientMap.value = material.gradientMap;
T
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2165 2166 2167

		}

2168 2169
	}

M
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2170
	function refreshUniformsStandard( uniforms, material ) {
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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 2218 2219 2220 2221 2222 2223

		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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2224
	function refreshUniformsPhysical( uniforms, material ) {
W
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2225

2226 2227 2228
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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2229 2230 2231 2232
		refreshUniformsStandard( uniforms, material );

	}

W
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2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260
	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;

	}

2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286
	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;

		}

	}

2287 2288
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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2289
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2290

M
Mr.doob 已提交
2291
		uniforms.ambientLightColor.needsUpdate = value;
2292

B
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2293 2294 2295
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2296
		uniforms.rectAreaLights.needsUpdate = value;
B
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2297
		uniforms.hemisphereLights.needsUpdate = value;
2298

M
Mr.doob 已提交
2299
	}
2300

M
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2301 2302 2303 2304
	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
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2305
		state.setCullFace( cullFace );
R
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2306
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
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2307 2308 2309 2310 2311

	};

	// Textures

T
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2312 2313 2314 2315 2316 2317
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2318
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
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2319 2320 2321 2322 2323 2324 2325 2326 2327

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2328
	this.allocTextureUnit = allocTextureUnit;
T
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2329

2330
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2331
	this.setTexture2D = ( function () {
T
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2332

2333
		var warned = false;
T
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2334

2335
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2336
		return function setTexture2D( texture, slot ) {
T
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2337

T
Takahiro 已提交
2338
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2339

2340
				if ( ! warned ) {
T
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2341

2342 2343
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
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2344

2345
				}
T
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2346

2347
				texture = texture.texture;
T
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2348

2349
			}
T
tschw 已提交
2350

2351
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2352

2353
		};
T
tschw 已提交
2354

2355
	}() );
T
tschw 已提交
2356

M
Mr.doob 已提交
2357
	this.setTexture = ( function () {
2358 2359 2360

		var warned = false;

W
WestLangley 已提交
2361
		return function setTexture( texture, slot ) {
2362 2363 2364 2365 2366 2367 2368 2369

			if ( ! warned ) {

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

			}

2370
			textures.setTexture2D( texture, slot );
2371 2372 2373 2374 2375

		};

	}() );

M
Mr.doob 已提交
2376
	this.setTextureCube = ( function () {
2377 2378 2379

		var warned = false;

W
WestLangley 已提交
2380
		return function setTextureCube( texture, slot ) {
2381 2382

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2383
			if ( texture && texture.isWebGLRenderTargetCube ) {
2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397

				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
2398
			if ( ( texture && texture.isCubeTexture ) ||
2399
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2400 2401 2402 2403

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2404
				textures.setTextureCube( texture, slot );
2405 2406 2407 2408 2409

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2410
				textures.setTextureCubeDynamic( texture, slot );
2411 2412 2413 2414 2415 2416

			}

		};

	}() );
T
tschw 已提交
2417

2418
	this.getRenderTarget = function () {
2419 2420 2421

		return _currentRenderTarget;

M
Michael Herzog 已提交
2422
	};
2423

2424
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2425

2426 2427
		_currentRenderTarget = renderTarget;

2428
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2429

2430
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2431 2432 2433

		}

M
Mr.doob 已提交
2434
		var framebuffer = null;
M
Mr.doob 已提交
2435
		var isCube = false;
M
Mr.doob 已提交
2436 2437 2438

		if ( renderTarget ) {

M
Mr.doob 已提交
2439
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2440

M
Mr.doob 已提交
2441
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2442

M
Mr.doob 已提交
2443
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2444
				isCube = true;
M
Mr.doob 已提交
2445 2446 2447

			} else {

M
Mr.doob 已提交
2448
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2449 2450 2451

			}

M
Mr.doob 已提交
2452
			_currentViewport.copy( renderTarget.viewport );
2453 2454
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2455

M
Mr.doob 已提交
2456 2457
		} else {

M
Mr.doob 已提交
2458
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2459
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2460
			_currentScissorTest = _scissorTest;
2461

M
Mr.doob 已提交
2462 2463
		}

M
Mr.doob 已提交
2464
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2465 2466 2467 2468 2469 2470

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

		}

M
Mr.doob 已提交
2471
		state.viewport( _currentViewport );
2472 2473
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2474

M
Mr.doob 已提交
2475 2476 2477
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2478
			_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
2479 2480 2481

		}

M
Mr.doob 已提交
2482 2483
	};

M
Mr.doob 已提交
2484
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2485

0
06wj 已提交
2486
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2487

2488
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2489
			return;
2490

G
gero3 已提交
2491
		}
2492

M
Mr.doob 已提交
2493
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2494

M
Mr.doob 已提交
2495
		if ( framebuffer ) {
2496

G
gero3 已提交
2497
			var restore = false;
2498

M
Mr.doob 已提交
2499
			if ( framebuffer !== _currentFramebuffer ) {
2500

M
Mr.doob 已提交
2501
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2502

G
gero3 已提交
2503
				restore = true;
2504

G
gero3 已提交
2505
			}
2506

M
Mr.doob 已提交
2507
			try {
2508

M
Mr.doob 已提交
2509
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2510 2511
				var textureFormat = texture.format;
				var textureType = texture.type;
2512

2513
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2514

M
Mr.doob 已提交
2515 2516
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2517

M
Mr.doob 已提交
2518
				}
2519

2520
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2521 2522
					! ( 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' ) ) ) {
2523

M
Mr.doob 已提交
2524 2525
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2526

M
Mr.doob 已提交
2527
				}
2528

M
Mr.doob 已提交
2529
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2530

2531 2532
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2533
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2534

2535
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2536 2537

					}
2538

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

M
Mr.doob 已提交
2541 2542 2543
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2544

M
Mr.doob 已提交
2545
			} finally {
M
Mr.doob 已提交
2546

M
Mr.doob 已提交
2547 2548 2549
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2550

M
Mr.doob 已提交
2551 2552 2553
				}

			}
M
Mr.doob 已提交
2554 2555 2556

		}

M
Mr.doob 已提交
2557 2558
	};

M
Mr.doob 已提交
2559
}
R
Rich Harris 已提交
2560

T
Tristan VALCKE 已提交
2561

2562
export { WebGLRenderer };