WebGLRenderer.js 69.4 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
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import { WebVRManager } from './webvr/WebVRManager';
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import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
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		_context = parameters.context !== undefined ? parameters.context : null,
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		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
		_depth = parameters.depth !== undefined ? parameters.depth : true,
		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
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	var lights = [];
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	var currentRenderList = null;
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	var morphInfluences = new Float32Array( 8 );

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	var sprites = [];
	var lensFlares = [];

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		// internal state cache
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		_currentProgram = null,
		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
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		_currentCamera = null,
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		_currentArrayCamera = null,
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		_currentViewport = new Vector4(),
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		//
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		_usedTextureUnits = 0,
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		//
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		_clearColor = new Color( 0x000000 ),
		_clearAlpha = 0,
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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		_vector3 = new Vector3(),
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		_matrix4 = new Matrix4(),
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		_matrix42 = new Matrix4(),
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		// light arrays cache
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		_lights = {
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			hash: '',
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			ambient: [ 0, 0, 0 ],
			directional: [],
			directionalShadowMap: [],
			directionalShadowMatrix: [],
			spot: [],
			spotShadowMap: [],
			spotShadowMatrix: [],
			rectArea: [],
			point: [],
			pointShadowMap: [],
			pointShadowMatrix: [],
			hemi: [],
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			shadows: []
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		},
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		// info
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		_infoMemory = {
			geometries: 0,
			textures: 0
		},

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		_infoRender = {
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			frame: 0,
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			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0
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		};
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	this.info = {
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		render: _infoRender,
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		memory: _infoMemory,
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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	var extensions = new WebGLExtensions( _gl );
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	extensions.get( 'WEBGL_depth_texture' );
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	extensions.get( 'OES_texture_float' );
	extensions.get( 'OES_texture_float_linear' );
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	extensions.get( 'OES_texture_half_float' );
	extensions.get( 'OES_texture_half_float_linear' );
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	extensions.get( 'OES_standard_derivatives' );
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	extensions.get( 'ANGLE_instanced_arrays' );
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	if ( extensions.get( 'OES_element_index_uint' ) ) {

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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	var capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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	var state = new WebGLState( _gl, extensions, paramThreeToGL );
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	var properties = new WebGLProperties();
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	var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, _infoMemory );
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	var attributes = new WebGLAttributes( _gl );
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	var geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
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	var objects = new WebGLObjects( _gl, geometries, _infoRender );
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	var programCache = new WebGLPrograms( this, capabilities );
	var lightCache = new WebGLLights();
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	var renderLists = new WebGLRenderLists();
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	var vr = new WebVRManager( this );
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	this.info.programs = programCache.programs;

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	var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
	var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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	//

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	var backgroundPlaneCamera, backgroundPlaneMesh;
	var backgroundBoxCamera, backgroundBoxMesh;
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	//

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	function getTargetPixelRatio() {

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		return _currentRenderTarget === null ? _pixelRatio : 1;
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	}

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	function setDefaultGLState() {
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		state.init();
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
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	}
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	function resetGLState() {
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		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

	this.context = _gl;
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	this.capabilities = capabilities;
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	this.extensions = extensions;
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	this.properties = properties;
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	this.renderLists = renderLists;
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	this.state = state;
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	this.vr = vr;
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	// shadow map

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	var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities );
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	this.shadowMap = shadowMap;
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	// Plugins

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	var spritePlugin = new SpritePlugin( this, sprites );
	var lensFlarePlugin = new LensFlarePlugin( this, lensFlares );
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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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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		_width = width;
		_height = height;

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

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

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		_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 _clearColor;
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	};

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function () {
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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );

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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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		if ( programInfo !== undefined ) {
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587
			programCache.releaseProgram( programInfo );
M
Mr.doob 已提交
588

M
Mr.doob 已提交
589 590
		}

591
	}
M
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592 593 594

	// Buffer rendering

M
Mr.doob 已提交
595 596 597 598 599 600 601 602 603 604
	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

M
Mr.doob 已提交
605 606
	this.renderBufferImmediate = function ( object, program, material ) {

607
		state.initAttributes();
608

609
		var buffers = properties.get( object );
610

611 612 613 614
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
615

616
		var programAttributes = program.getAttributes();
617

M
Mr.doob 已提交
618 619
		if ( object.hasPositions ) {

620
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
621
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
622

623 624
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
625 626 627 628 629

		}

		if ( object.hasNormals ) {

630
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
631

632
			if ( ! material.isMeshPhongMaterial &&
633
				! material.isMeshStandardMaterial &&
634
				! material.isMeshNormalMaterial &&
635
				material.shading === FlatShading ) {
M
Mr.doob 已提交
636

637
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
638

639
					var array = object.normalArray;
M
Mr.doob 已提交
640

641 642 643
					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
644

645 646 647
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
648

649 650 651
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
652

653 654 655
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
656 657 658 659 660 661

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
662

663
			state.enableAttribute( programAttributes.normal );
664

665
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
666 667 668 669 670

		}

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

671
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
672
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
673

674
			state.enableAttribute( programAttributes.uv );
675

676
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
677 678 679

		}

R
Rich Harris 已提交
680
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
681

682
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
683
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
684

685
			state.enableAttribute( programAttributes.color );
686

687
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
688 689 690

		}

691
		state.disableUnusedAttributes();
692

M
Mr.doob 已提交
693 694 695 696 697 698
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
699 700 701 702 703 704
	function absNumericalSort( a, b ) {

		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );

	}

705
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
706

707
		state.setMaterial( material );
M
Mr.doob 已提交
708

M
Mr.doob 已提交
709
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
710
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
711

M
Mr.doob 已提交
712
		var updateBuffers = false;
M
Mr.doob 已提交
713 714 715 716 717 718 719 720 721 722 723 724 725 726

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
727 728
			// TODO Remove allocations

M
Mr.doob 已提交
729 730 731 732 733 734 735 736 737
			var activeInfluences = [];

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

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

			}

738
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
739 740 741 742 743 744 745

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

746 747
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
748 749 750 751 752 753 754
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

755
					var index = influence[ 1 ];
M
Mr.doob 已提交
756

757 758
					if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
					if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
M
Mr.doob 已提交
759 760 761

				} else {

762 763
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
764 765 766 767 768

				}

			}

769 770 771 772 773 774
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
775
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
776 777 778 779 780

			updateBuffers = true;

		}

781 782
		//

783
		var index = geometry.index;
784
		var position = geometry.attributes.position;
785
		var rangeFactor = 1;
786

787 788
		if ( material.wireframe === true ) {

789
			index = geometries.getWireframeAttribute( geometry );
790
			rangeFactor = 2;
791 792 793

		}

M
Mr.doob 已提交
794
		var attribute;
M
Mr.doob 已提交
795
		var renderer = bufferRenderer;
796

797
		if ( index !== null ) {
798

M
Mr.doob 已提交
799
			attribute = attributes.get( index );
800

801
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
802
			renderer.setIndex( attribute );
803

804
		}
M
Mr.doob 已提交
805

806
		if ( updateBuffers ) {
M
Mr.doob 已提交
807

808
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
809

810
			if ( index !== null ) {
811

M
Mr.doob 已提交
812
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
813 814 815

			}

816
		}
817

818 819
		//

820
		var dataCount = 0;
821

M
Mr.doob 已提交
822
		if ( index !== null ) {
823

M
Mr.doob 已提交
824
			dataCount = index.count;
825

M
Mr.doob 已提交
826
		} else if ( position !== undefined ) {
827

M
Mr.doob 已提交
828
			dataCount = position.count;
829

M
Mr.doob 已提交
830
		}
831

M
Mr.doob 已提交
832 833
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
834

M
Mr.doob 已提交
835 836
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
837

M
Mr.doob 已提交
838 839
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
840 841 842

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

843 844
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
845
		//
846

847
		if ( object.isMesh ) {
848

849
			if ( material.wireframe === true ) {
850

851
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
852
				renderer.setMode( _gl.LINES );
853

854
			} else {
M
Mr.doob 已提交
855 856

				switch ( object.drawMode ) {
857

R
Rich Harris 已提交
858
					case TrianglesDrawMode:
B
Ben Adams 已提交
859 860 861
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
862
					case TriangleStripDrawMode:
B
Ben Adams 已提交
863 864 865
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
866
					case TriangleFanDrawMode:
B
Ben Adams 已提交
867 868 869 870
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
871

872
			}
873

874

875
		} else if ( object.isLine ) {
876

877
			var lineWidth = material.linewidth;
878

879
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
880

881
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
882

883
			if ( object.isLineSegments ) {
884

885
				renderer.setMode( _gl.LINES );
886

887 888 889 890
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

891
			} else {
892

893
				renderer.setMode( _gl.LINE_STRIP );
894 895

			}
M
Mr.doob 已提交
896

897
		} else if ( object.isPoints ) {
898 899

			renderer.setMode( _gl.POINTS );
900 901

		}
902

T
Takahiro 已提交
903
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
904 905 906

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
907
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
908

J
jfranc 已提交
909
			}
910 911 912

		} else {

M
Mr.doob 已提交
913
			renderer.render( drawStart, drawCount );
914

M
Mr.doob 已提交
915 916 917 918
		}

	};

919
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
920

T
Takahiro 已提交
921
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
922

923
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
924

925
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
926
				return;
B
Ben Adams 已提交
927

M
Mr.doob 已提交
928 929 930
			}

		}
B
Ben Adams 已提交
931

932 933
		if ( startIndex === undefined ) startIndex = 0;

934 935
		state.initAttributes();

936
		var geometryAttributes = geometry.attributes;
937

938
		var programAttributes = program.getAttributes();
939

940
		var materialDefaultAttributeValues = material.defaultAttributeValues;
941

942
		for ( var name in programAttributes ) {
943

944
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
945

M
Mr.doob 已提交
946
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
947

948
				var geometryAttribute = geometryAttributes[ name ];
949

M
Mr.doob 已提交
950
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
951

952
					var normalized = geometryAttribute.normalized;
953
					var size = geometryAttribute.itemSize;
954

M
Mr.doob 已提交
955
					var attribute = attributes.get( geometryAttribute );
956

M
Mr.doob 已提交
957 958 959
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
960

A
aardgoose 已提交
961
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
962

M
Mr.doob 已提交
963 964 965 966
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
967
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
968

969
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
970

M
Mr.doob 已提交
971
							if ( geometry.maxInstancedCount === undefined ) {
972

D
dubejf 已提交
973
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
974

M
Mr.doob 已提交
975
							}
B
Ben Adams 已提交
976

M
Mr.doob 已提交
977
						} else {
B
Ben Adams 已提交
978

M
Mr.doob 已提交
979
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
980

M
Mr.doob 已提交
981
						}
B
Ben Adams 已提交
982

M
Mr.doob 已提交
983
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
984
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
985

M
Mr.doob 已提交
986
					} else {
B
Ben Adams 已提交
987

A
aardgoose 已提交
988
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
989

990
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
991

M
Mr.doob 已提交
992
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
993

D
dubejf 已提交
994
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
995

M
Mr.doob 已提交
996
							}
B
Ben Adams 已提交
997

M
Mr.doob 已提交
998 999 1000 1001
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
1002
						}
B
Ben Adams 已提交
1003

M
Mr.doob 已提交
1004
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1005
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
1006

B
Ben Adams 已提交
1007
					}
M
Mr.doob 已提交
1008

1009 1010
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1011
					var value = materialDefaultAttributeValues[ name ];
1012

1013
					if ( value !== undefined ) {
M
Mr.doob 已提交
1014

1015
						switch ( value.length ) {
M
Mr.doob 已提交
1016

1017 1018 1019
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1020

1021 1022 1023
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1024

1025 1026 1027
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1028

1029 1030
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1031 1032

						}
M
Mr.doob 已提交
1033 1034 1035 1036 1037 1038 1039 1040

					}

				}

			}

		}
1041

1042
		state.disableUnusedAttributes();
1043

M
Mr.doob 已提交
1044 1045
	}

M
Mr.doob 已提交
1046
	// Compile
M
Mr.doob 已提交
1047

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

M
Mr.doob 已提交
1050
		lights = [];
1051

M
Mr.doob 已提交
1052
		scene.traverse( function ( object ) {
G
gero3 已提交
1053 1054

			if ( object.isLight ) {
M
Mr.doob 已提交
1055 1056 1057

				lights.push( object );

G
gero3 已提交
1058
			}
M
Mr.doob 已提交
1059 1060 1061 1062 1063 1064 1065 1066 1067

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1068
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1069

G
gero3 已提交
1070
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1071 1072 1073

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

G
gero3 已提交
1074
					}
M
Mr.doob 已提交
1075

G
gero3 已提交
1076
				} else {
M
Mr.doob 已提交
1077 1078 1079

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

G
gero3 已提交
1080
				}
M
Mr.doob 已提交
1081

G
gero3 已提交
1082
			}
M
Mr.doob 已提交
1083 1084

		} );
G
gero3 已提交
1085 1086

	};
1087

M
Mr.doob 已提交
1088 1089
	// Rendering

1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103
	this.animate = function ( callback ) {

		function onFrame() {

			callback();

			( vr.getDevice() || window ).requestAnimationFrame( onFrame );

		}

		( vr.getDevice() || window ).requestAnimationFrame( onFrame );

	};

M
Mr.doob 已提交
1104
	this.render = function ( scene, camera, renderTarget, forceClear ) {
1105

0
06wj 已提交
1106
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1107

1108
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1109 1110 1111 1112 1113 1114
			return;

		}

		// reset caching for this frame

1115
		_currentGeometryProgram = '';
1116
		_currentMaterialId = - 1;
1117
		_currentCamera = null;
M
Mr.doob 已提交
1118 1119 1120

		// update scene graph

1121
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1122 1123 1124

		// update camera matrices and frustum

1125
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1126

1127 1128 1129 1130 1131 1132
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1133 1134 1135
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

M
Mr.doob 已提交
1136
		lights.length = 0;
M
Mr.doob 已提交
1137 1138 1139
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1140
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1141
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1142

1143 1144 1145
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1146
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1147

1148
		currentRenderList.finish();
1149

M
Mr.doob 已提交
1150
		if ( _this.sortObjects === true ) {
1151

1152
			currentRenderList.sort();
M
Mr.doob 已提交
1153

1154 1155
		}

M
Mr.doob 已提交
1156
		//
M
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1157

T
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1158
		if ( _clippingEnabled ) _clipping.beginShadows();
T
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1159

1160 1161
		setupShadows( lights );

M
Mr.doob 已提交
1162
		shadowMap.render( scene, camera );
M
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1163

1164 1165
		setupLights( lights, camera );

T
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1166
		if ( _clippingEnabled ) _clipping.endShadows();
T
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1167

M
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1168 1169
		//

M
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1170
		_infoRender.frame ++;
1171 1172 1173 1174
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
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1175

1176 1177 1178 1179 1180 1181
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1182 1183
		this.setRenderTarget( renderTarget );

M
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1184 1185 1186 1187 1188 1189
		//

		var background = scene.background;

		if ( background === null ) {

1190
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1191

T
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1192
		} else if ( background && background.isColor ) {
1193

1194
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1195
			forceClear = true;
1196 1197 1198 1199 1200 1201 1202 1203 1204

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1205
		if ( background && background.isCubeTexture ) {
M
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1206

M
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1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

				backgroundBoxMesh = new Mesh(
					new BoxBufferGeometry( 5, 5, 5 ),
					new ShaderMaterial( {
						uniforms: ShaderLib.cube.uniforms,
						vertexShader: ShaderLib.cube.vertexShader,
						fragmentShader: ShaderLib.cube.fragmentShader,
						side: BackSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					} )
				);

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
M
Mr.doob 已提交
1230 1231 1232


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1233
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
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1234

1235 1236
			objects.update( backgroundBoxMesh );

M
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1237
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
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1238

T
Takahiro 已提交
1239
		} else if ( background && background.isTexture ) {
M
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1240

M
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1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251
			if ( backgroundPlaneCamera === undefined ) {

				backgroundPlaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );

				backgroundPlaneMesh = new Mesh(
					new PlaneBufferGeometry( 2, 2 ),
					new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
				);

			}

M
Mr.doob 已提交
1252 1253
			backgroundPlaneMesh.material.map = background;

1254 1255
			objects.update( backgroundPlaneMesh );

M
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1256
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
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1257

M
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1258 1259
		}

1260
		// render scene
M
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1261

1262 1263
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
M
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1264

1265
		if ( scene.overrideMaterial ) {
M
Mr.doob 已提交
1266

1267
			var overrideMaterial = scene.overrideMaterial;
1268

1269 1270
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
Mr.doob 已提交
1271

1272
		} else {
M
Mr.doob 已提交
1273

1274
			// opaque pass (front-to-back order)
M
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1275

1276
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1277

1278
			// transparent pass (back-to-front order)
1279

1280
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1281 1282 1283 1284 1285

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1286
		spritePlugin.render( scene, camera );
1287
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1288 1289 1290

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

M
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1291 1292
		if ( renderTarget ) {

1293
			textures.updateRenderTargetMipmap( renderTarget );
M
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1294 1295 1296

		}

1297
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1298

1299 1300 1301
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1302

M
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1303
		if ( camera.isArrayCamera ) {
1304 1305 1306 1307 1308

			_this.setScissorTest( false );

		}

M
Mr.doob 已提交
1309 1310 1311 1312 1313
		if ( vr.enabled ) {

			vr.submitFrame();

		}
M
Mr.doob 已提交
1314

M
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1315 1316 1317
		// _gl.finish();

	};
M
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1318

1319
	/*
M
Mr.doob 已提交
1320 1321
	// TODO Duplicated code (Frustum)

1322 1323
	var _sphere = new Sphere();

T
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1324 1325 1326 1327 1328 1329 1330
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1331
		_sphere.copy( geometry.boundingSphere ).
1332
		applyMatrix4( object.matrixWorld );
M
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1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348

		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
1349 1350

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1351 1352 1353 1354

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1367
		} while ( ++ i !== numPlanes );
T
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1368 1369 1370 1371

		return true;

	}
1372
	*/
T
tschw 已提交
1373

M
Mr.doob 已提交
1374
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1375

M
Mr.doob 已提交
1376
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1377

1378
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1379

1380
		if ( visible ) {
1381

1382
			if ( object.isLight ) {
M
Mr.doob 已提交
1383

1384
				lights.push( object );
M
Mr.doob 已提交
1385

1386
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1387

1388
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1389

1390
					sprites.push( object );
M
Mr.doob 已提交
1391

1392
				}
M
Mr.doob 已提交
1393

1394
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1395

1396
				lensFlares.push( object );
M
Mr.doob 已提交
1397

1398
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1399

1400
				if ( sortObjects ) {
M
Mr.doob 已提交
1401

1402 1403
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1404

1405
				}
M
Mr.doob 已提交
1406

1407
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1408

1409
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1410

1411
				if ( object.isSkinnedMesh ) {
1412

1413
					object.skeleton.update();
1414

1415
				}
1416

1417
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1418

1419 1420 1421 1422 1423 1424
					if ( sortObjects ) {

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

					}
1425

1426 1427
					var geometry = objects.update( object );
					var material = object.material;
1428

1429
					if ( Array.isArray( material ) ) {
1430

1431
						var groups = geometry.groups;
1432

1433
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1434

1435 1436
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1437

1438
							if ( groupMaterial && groupMaterial.visible ) {
1439

1440 1441 1442
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1443

M
Mr.doob 已提交
1444
						}
M
Mr.doob 已提交
1445

1446
					} else if ( material.visible ) {
1447

1448
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1449

1450
					}
M
Mr.doob 已提交
1451

1452
				}
M
Mr.doob 已提交
1453

1454
			}
M
Mr.doob 已提交
1455

M
Mr.doob 已提交
1456
		}
M
Mr.doob 已提交
1457

M
Mr.doob 已提交
1458
		var children = object.children;
M
Mr.doob 已提交
1459

M
Mr.doob 已提交
1460 1461
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1462
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1463

1464
		}
1465

1466
	}
M
Mr.doob 已提交
1467

1468
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1469

1470
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1471

1472
			var renderItem = renderList[ i ];
1473

1474 1475 1476 1477
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1478

1479
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1480

1481 1482
				_currentArrayCamera = camera;

1483
				var cameras = camera.cameras;
1484

1485
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1486

1487 1488
					var camera2 = cameras[ j ];
					var bounds = camera2.bounds;
M
Mr.doob 已提交
1489

1490 1491 1492 1493
					var x = bounds.x * _width;
					var y = bounds.y * _height;
					var width = bounds.z * _width;
					var height = bounds.w * _height;
1494

1495 1496 1497
					_this.setViewport( x, y, width, height );
					_this.setScissor( x, y, width, height );
					_this.setScissorTest( true );
M
Mr.doob 已提交
1498

1499
					renderObject( object, scene, camera2, geometry, material, group );
M
Mr.doob 已提交
1500

1501
				}
1502

1503
			} else {
M
Mr.doob 已提交
1504

1505 1506
				_currentArrayCamera = null;

1507
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1508

1509
			}
M
Mr.doob 已提交
1510

1511
		}
M
Mr.doob 已提交
1512

1513
	}
G
gero3 已提交
1514

M
Mr.doob 已提交
1515 1516 1517 1518 1519
	function renderObject( object, scene, camera, geometry, material, group ) {

		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

M
Mr.doob 已提交
1520 1521
		object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537
		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
1538 1539
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1540 1541
	}

1542
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1543

1544
		var materialProperties = properties.get( material );
G
gero3 已提交
1545

T
tschw 已提交
1546
		var parameters = programCache.getParameters(
1547
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1548

G
gero3 已提交
1549
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1550

1551
		var program = materialProperties.program;
T
tschw 已提交
1552
		var programChange = true;
1553

1554
		if ( program === undefined ) {
B
Ben Adams 已提交
1555

M
Mr.doob 已提交
1556 1557
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1558

1559
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1560

M
Mr.doob 已提交
1561
			// changed glsl or parameters
1562
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1563

G
gero3 已提交
1564
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1565

T
tschw 已提交
1566
			// same glsl and uniform list
T
tschw 已提交
1567 1568
			return;

T
tschw 已提交
1569
		} else {
B
Ben Adams 已提交
1570

T
tschw 已提交
1571 1572
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1573 1574 1575

		}

1576
		if ( programChange ) {
B
Ben Adams 已提交
1577

1578
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1579

R
Rich Harris 已提交
1580
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1581

1582
				materialProperties.shader = {
1583
					name: material.type,
1584
					uniforms: UniformsUtils.clone( shader.uniforms ),
1585 1586 1587
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1588

1589
			} else {
B
Ben Adams 已提交
1590

1591
				materialProperties.shader = {
1592 1593 1594 1595 1596
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1597

1598
			}
G
gero3 已提交
1599

1600
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1601

1602
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1603

1604 1605
			materialProperties.program = program;
			material.program = program;
1606 1607 1608

		}

1609
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1610 1611 1612 1613 1614

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1615
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1616

1617
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1631
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1632

1633
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1634 1635 1636 1637 1638 1639 1640 1641 1642

					material.numSupportedMorphNormals ++;

				}

			}

		}

1643
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1644

1645
		if ( ! material.isShaderMaterial &&
1646 1647
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1648

T
tschw 已提交
1649
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1650
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1651
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1652 1653 1654

		}

1655
		materialProperties.fog = fog;
1656

1657
		// store the light setup it was created for
1658

1659
		materialProperties.lightsHash = _lights.hash;
1660

M
Mr.doob 已提交
1661
		if ( material.lights ) {
1662 1663 1664 1665 1666 1667

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

			uniforms.ambientLightColor.value = _lights.ambient;
			uniforms.directionalLights.value = _lights.directional;
			uniforms.spotLights.value = _lights.spot;
1668
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1669
			uniforms.pointLights.value = _lights.point;
1670 1671
			uniforms.hemisphereLights.value = _lights.hemi;

1672 1673 1674 1675 1676 1677
			uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
			uniforms.spotShadowMap.value = _lights.spotShadowMap;
			uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
			uniforms.pointShadowMap.value = _lights.pointShadowMap;
			uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
1678
			// TODO (abelnation): add area lights shadow info to uniforms
1679

1680 1681
		}

T
tschw 已提交
1682 1683
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1684
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1685

T
tschw 已提交
1686
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1687

M
Mr.doob 已提交
1688
	}
M
Mr.doob 已提交
1689

1690
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1691 1692 1693

		_usedTextureUnits = 0;

1694
		var materialProperties = properties.get( material );
1695

T
tschw 已提交
1696 1697 1698 1699 1700
		if ( _clippingEnabled ) {

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

				var useCache =
1701 1702
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1703 1704 1705 1706

				// 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
1707
				_clipping.setState(
1708 1709
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1710 1711 1712 1713 1714

			}

		}

1715
		if ( material.needsUpdate === false ) {
1716

1717
			if ( materialProperties.program === undefined ) {
1718

1719
				material.needsUpdate = true;
1720

1721
			} else if ( material.fog && materialProperties.fog !== fog ) {
1722

M
Mr.doob 已提交
1723
				material.needsUpdate = true;
1724

1725
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1726

1727
				material.needsUpdate = true;
1728

1729
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1730
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1731
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1732 1733 1734

				material.needsUpdate = true;

1735
			}
1736 1737 1738 1739

		}

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

1741
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1742 1743 1744 1745
			material.needsUpdate = false;

		}

1746
		var refreshProgram = false;
M
Mr.doob 已提交
1747
		var refreshMaterial = false;
1748
		var refreshLights = false;
M
Mr.doob 已提交
1749

1750
		var program = materialProperties.program,
1751
			p_uniforms = program.getUniforms(),
1752
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1753

1754
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1755

1756 1757
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1758

1759
			refreshProgram = true;
M
Mr.doob 已提交
1760
			refreshMaterial = true;
1761
			refreshLights = true;
M
Mr.doob 已提交
1762 1763 1764 1765 1766 1767

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1768

M
Mr.doob 已提交
1769 1770 1771 1772
			refreshMaterial = true;

		}

1773
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1774

M
Mr.doob 已提交
1775
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1776

G
gero3 已提交
1777
			if ( capabilities.logarithmicDepthBuffer ) {
1778

T
tschw 已提交
1779
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1780
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1781 1782 1783

			}

1784
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1785

1786
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1787

1788
				_currentCamera = ( _currentArrayCamera || camera );
1789 1790 1791 1792 1793 1794

				// 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
1795
				refreshLights = true;		// remains set until update done
1796 1797

			}
M
Mr.doob 已提交
1798

1799 1800 1801
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1802
			if ( material.isShaderMaterial ||
1803 1804 1805
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1806

T
tschw 已提交
1807 1808 1809
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1810

T
tschw 已提交
1811
					uCamPos.setValue( _gl,
1812
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1813 1814 1815 1816 1817

				}

			}

1818
			if ( material.isMeshPhongMaterial ||
1819 1820 1821 1822
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1823
				material.skinning ) {
1824

T
tschw 已提交
1825
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1826 1827 1828

			}

M
Mr.doob 已提交
1829 1830
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1831

M
Mr.doob 已提交
1832 1833 1834 1835 1836 1837
		}

		// 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

1838
		if ( material.skinning ) {
M
Mr.doob 已提交
1839

T
tschw 已提交
1840 1841
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1842

T
tschw 已提交
1843
			var skeleton = object.skeleton;
1844

T
tschw 已提交
1845
			if ( skeleton ) {
1846

1847 1848
				var bones = skeleton.bones;

1849
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1850

1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

M
Mr.doob 已提交
1876 1877
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1878

T
tschw 已提交
1879
				} else {
M
Mr.doob 已提交
1880

T
tschw 已提交
1881
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1882 1883 1884 1885 1886 1887 1888 1889 1890

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1891
			if ( material.lights ) {
M
Mr.doob 已提交
1892

1893
				// the current material requires lighting info
M
Mr.doob 已提交
1894

T
tschw 已提交
1895 1896 1897 1898 1899 1900
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
M
Mr.doob 已提交
1901

T
tschw 已提交
1902
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1903

T
tschw 已提交
1904
			}
G
gero3 已提交
1905

T
tschw 已提交
1906
			// refresh uniforms common to several materials
G
gero3 已提交
1907

T
tschw 已提交
1908
			if ( fog && material.fog ) {
G
gero3 已提交
1909

T
tschw 已提交
1910
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1911 1912 1913

			}

1914
			if ( material.isMeshBasicMaterial ||
1915 1916 1917
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1918
				material.isMeshNormalMaterial ||
1919
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1920 1921 1922 1923 1924 1925 1926

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1927
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1928 1929 1930

				refreshUniformsLine( m_uniforms, material );

1931
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1932 1933 1934 1935

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

1936
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1937

M
Mr.doob 已提交
1938
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1939

1940
			} else if ( material.isMeshLambertMaterial ) {
1941 1942 1943

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1944 1945 1946 1947
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1948 1949 1950 1951
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1952
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1953 1954 1955

				refreshUniformsPhysical( m_uniforms, material );

1956
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1957

1958
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1959

1960
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1961

1962 1963 1964 1965 1966 1967 1968 1969
				if ( material.displacementMap ) {

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

				}

1970
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1971

1972
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1973 1974 1975

			}

M
Mr.doob 已提交
1976 1977 1978 1979 1980 1981
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

			if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib.LTC_MAT_TEXTURE;
			if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE;

R
Rich Harris 已提交
1982
			WebGLUniforms.upload(
1983
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1984 1985 1986

		}

M
Mr.doob 已提交
1987

T
tschw 已提交
1988
		// common matrices
M
Mr.doob 已提交
1989

M
Mr.doob 已提交
1990 1991
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1992
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1993

T
tschw 已提交
1994
		return program;
A
arose 已提交
1995 1996 1997

	}

M
Mr.doob 已提交
1998 1999
	// Uniforms (refresh uniforms objects)

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

		uniforms.opacity.value = material.opacity;

2004
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2005

2006
		if ( material.emissive ) {
M
Mr.doob 已提交
2007

2008
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
2009 2010 2011

		}

2012 2013 2014
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
2015

2016 2017 2018 2019 2020 2021 2022
		if ( material.lightMap ) {

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

		}

2023
		if ( material.aoMap ) {
2024

2025 2026
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2027 2028 2029

		}

M
Mr.doob 已提交
2030
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2031 2032 2033 2034 2035
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2036
		// 6. emissive map
M
Mr.doob 已提交
2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2048 2049 2050 2051
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2052 2053 2054 2055 2056 2057 2058 2059
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2060 2061 2062 2063 2064 2065 2066 2067
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2068 2069 2070 2071
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2072 2073 2074 2075
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2076 2077 2078 2079
		}

		if ( uvScaleMap !== undefined ) {

2080
			// backwards compatibility
2081
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2082 2083 2084 2085 2086

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2087 2088 2089 2090 2091 2092 2093 2094
			var offset = uvScaleMap.offset;
			var repeat = uvScaleMap.repeat;

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

		}

		uniforms.envMap.value = material.envMap;
2095 2096 2097 2098 2099

		// don't flip CubeTexture envMaps, flip everything else:
		//  WebGLRenderTargetCube will be flipped for backwards compatibility
		//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
		// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
T
Takahiro 已提交
2100
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2101

2102
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2103 2104
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2105
	}
M
Mr.doob 已提交
2106

M
Mr.doob 已提交
2107
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2108 2109 2110 2111

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

M
Mr.doob 已提交
2112
	}
M
Mr.doob 已提交
2113

M
Mr.doob 已提交
2114
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2115 2116 2117 2118 2119

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

M
Mr.doob 已提交
2120
	}
M
Mr.doob 已提交
2121

M
Mr.doob 已提交
2122
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2123

2124
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2125
		uniforms.opacity.value = material.opacity;
2126
		uniforms.size.value = material.size * _pixelRatio;
2127
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2128 2129 2130

		uniforms.map.value = material.map;

2131 2132 2133 2134 2135 2136 2137 2138 2139
		if ( material.map !== null ) {

			var offset = material.map.offset;
			var repeat = material.map.repeat;

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

		}

M
Mr.doob 已提交
2140
	}
M
Mr.doob 已提交
2141

M
Mr.doob 已提交
2142
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2143 2144 2145

		uniforms.fogColor.value = fog.color;

2146
		if ( fog.isFog ) {
M
Mr.doob 已提交
2147 2148 2149 2150

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

2151
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2152 2153 2154 2155 2156

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2157
	}
M
Mr.doob 已提交
2158

M
Mr.doob 已提交
2159
	function refreshUniformsLambert( uniforms, material ) {
2160 2161 2162 2163 2164 2165 2166 2167 2168

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2169
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2170

2171
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2172
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2173

2174
		if ( material.emissiveMap ) {
2175

2176
			uniforms.emissiveMap.value = material.emissiveMap;
2177

2178
		}
M
Mr.doob 已提交
2179

2180 2181 2182 2183
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2184

2185
		}
M
Mr.doob 已提交
2186

2187 2188 2189 2190 2191 2192
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2193

2194 2195 2196 2197 2198
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2199

2200
		}
2201

T
Takahiro 已提交
2202 2203 2204 2205 2206 2207
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2208
		if ( material.gradientMap ) {
T
Takahiro 已提交
2209

T
Takahiro 已提交
2210
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2211 2212 2213

		}

2214 2215
	}

M
Mr.doob 已提交
2216
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269

		uniforms.roughness.value = material.roughness;
		uniforms.metalness.value = material.metalness;

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

			//uniforms.envMap.value = material.envMap; // part of uniforms common
			uniforms.envMapIntensity.value = material.envMapIntensity;

		}

	}

M
Mr.doob 已提交
2270
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2271

2272 2273 2274
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2275 2276 2277 2278
		refreshUniformsStandard( uniforms, material );

	}

2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304
	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;

		}

	}

2305 2306
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2307
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2308

M
Mr.doob 已提交
2309
		uniforms.ambientLightColor.needsUpdate = value;
2310

B
Ben Houston 已提交
2311 2312 2313
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2314
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2315
		uniforms.hemisphereLights.needsUpdate = value;
2316

M
Mr.doob 已提交
2317
	}
2318

T
tschw 已提交
2319
	// Lighting
M
Mr.doob 已提交
2320

M
Mr.doob 已提交
2321
	function setupShadows( lights ) {
2322 2323 2324 2325 2326 2327 2328 2329 2330

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

M
Mr.doob 已提交
2331 2332
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2333 2334 2335 2336 2337 2338 2339 2340 2341

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2342
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2343

M
Mr.doob 已提交
2344
		var l, ll, light, shadow,
2345 2346 2347 2348 2349
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2350

2351
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2352

M
Mr.doob 已提交
2353 2354 2355 2356 2357
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2358 2359 2360 2361 2362 2363 2364 2365 2366

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

			light = lights[ l ];

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

2367
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2368

2369
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2370

2371 2372 2373
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2374

2375
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2376

M
Mr.doob 已提交
2377
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2378

2379
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2380
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2381
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2382 2383 2384
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2385
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2386

2387
				if ( light.castShadow ) {
M
Mr.doob 已提交
2388

M
Mr.doob 已提交
2389 2390 2391 2392 2393
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2394

2395 2396
				}

2397
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2398
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2399 2400 2401
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2402

2403
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2404

M
Mr.doob 已提交
2405
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2406 2407 2408

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2409

M
Mr.doob 已提交
2410 2411 2412 2413 2414 2415 2416 2417
				uniforms.color.copy( color ).multiplyScalar( intensity );
				uniforms.distance = distance;

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2418 2419
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2420
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2421

2422
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2423

2424 2425
				if ( light.castShadow ) {

M
Mr.doob 已提交
2426 2427 2428 2429 2430
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2431

2432 2433
				}

2434
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2435
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2436 2437 2438
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2439

2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

				// (a) intensity controls irradiance of entire light
				uniforms.color
					.copy( color )
					.multiplyScalar( intensity / ( light.width * light.height ) );

				// (b) intensity controls the radiance per light area
				// uniforms.color.copy( color ).multiplyScalar( intensity );

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				// extract local rotation of light to derive width/height half vectors
				_matrix42.identity();
				_matrix4.copy( light.matrixWorld );
				_matrix4.premultiply( viewMatrix );
				_matrix42.extractRotation( _matrix4 );

				uniforms.halfWidth.set( light.width * 0.5,                0.0, 0.0 );
				uniforms.halfHeight.set(              0.0, light.height * 0.5, 0.0 );

				uniforms.halfWidth.applyMatrix4( _matrix42 );
				uniforms.halfHeight.applyMatrix4( _matrix42 );

				// TODO (abelnation): RectAreaLight distance?
				// uniforms.distance = distance;

M
Mr.doob 已提交
2470 2471 2472
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2473

2474
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2475

M
Mr.doob 已提交
2476
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2477

M
Mr.doob 已提交
2478 2479
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2480

M
Mr.doob 已提交
2481 2482
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2483 2484
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2485
				uniforms.shadow = light.castShadow;
2486

M
Mr.doob 已提交
2487
				if ( light.castShadow ) {
2488

M
Mr.doob 已提交
2489 2490 2491 2492 2493
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2494 2495

				}
2496

2497
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2498
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2499 2500 2501
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2502

2503
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2504

M
Mr.doob 已提交
2505
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2506 2507 2508 2509

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2510

M
Mr.doob 已提交
2511 2512
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2513

M
Mr.doob 已提交
2514 2515 2516
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2517 2518 2519 2520 2521

			}

		}

M
Mr.doob 已提交
2522 2523 2524
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2525

M
Mr.doob 已提交
2526 2527
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2528
		_lights.rectArea.length = rectAreaLength;
2529
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2530
		_lights.hemi.length = hemiLength;
2531

2532 2533
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2534

M
Mr.doob 已提交
2535
	}
M
Mr.doob 已提交
2536 2537 2538 2539 2540

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2541
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2542
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2543 2544 2545 2546 2547

	};

	// Textures

T
tschw 已提交
2548 2549 2550 2551 2552 2553
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2554
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2555 2556 2557 2558 2559 2560 2561 2562 2563

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2564
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2565

2566
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2567
	this.setTexture2D = ( function () {
T
tschw 已提交
2568

2569
		var warned = false;
T
tschw 已提交
2570

2571
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2572
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2573

T
Takahiro 已提交
2574
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2575

2576
				if ( ! warned ) {
T
tschw 已提交
2577

2578 2579
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2580

2581
				}
T
tschw 已提交
2582

2583
				texture = texture.texture;
T
tschw 已提交
2584

2585
			}
T
tschw 已提交
2586

2587
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2588

2589
		};
T
tschw 已提交
2590

2591
	}() );
T
tschw 已提交
2592

M
Mr.doob 已提交
2593
	this.setTexture = ( function () {
2594 2595 2596

		var warned = false;

W
WestLangley 已提交
2597
		return function setTexture( texture, slot ) {
2598 2599 2600 2601 2602 2603 2604 2605

			if ( ! warned ) {

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

			}

2606
			textures.setTexture2D( texture, slot );
2607 2608 2609 2610 2611

		};

	}() );

M
Mr.doob 已提交
2612
	this.setTextureCube = ( function () {
2613 2614 2615

		var warned = false;

W
WestLangley 已提交
2616
		return function setTextureCube( texture, slot ) {
2617 2618

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2619
			if ( texture && texture.isWebGLRenderTargetCube ) {
2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633

				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
2634
			if ( ( texture && texture.isCubeTexture ) ||
2635
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2636 2637 2638 2639

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2640
				textures.setTextureCube( texture, slot );
2641 2642 2643 2644 2645

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2646
				textures.setTextureCubeDynamic( texture, slot );
2647 2648 2649 2650 2651 2652

			}

		};

	}() );
T
tschw 已提交
2653

2654
	this.getRenderTarget = function () {
2655 2656 2657

		return _currentRenderTarget;

M
Michael Herzog 已提交
2658
	};
2659

2660
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2661

2662 2663
		_currentRenderTarget = renderTarget;

2664
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2665

2666
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2667 2668 2669

		}

T
Takahiro 已提交
2670
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2671
		var framebuffer;
M
Mr.doob 已提交
2672 2673 2674

		if ( renderTarget ) {

2675
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2676

M
Mr.doob 已提交
2677 2678
			if ( isCube ) {

2679
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2680 2681 2682

			} else {

2683
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2684 2685 2686

			}

2687 2688
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2689

2690
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2691 2692 2693 2694 2695

		} else {

			framebuffer = null;

2696
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2697
			_currentScissorTest = _scissorTest;
2698

2699
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2700 2701 2702

		}

M
Mr.doob 已提交
2703
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2704 2705 2706 2707 2708 2709

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

		}

2710 2711
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2712

0
06wj 已提交
2713
		state.viewport( _currentViewport );
2714

M
Mr.doob 已提交
2715 2716 2717
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2718
			_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
2719 2720 2721

		}

M
Mr.doob 已提交
2722 2723
	};

M
Mr.doob 已提交
2724
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2725

0
06wj 已提交
2726
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2727

2728
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2729
			return;
2730

G
gero3 已提交
2731
		}
2732

M
Mr.doob 已提交
2733
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2734

M
Mr.doob 已提交
2735
		if ( framebuffer ) {
2736

G
gero3 已提交
2737
			var restore = false;
2738

M
Mr.doob 已提交
2739
			if ( framebuffer !== _currentFramebuffer ) {
2740

M
Mr.doob 已提交
2741
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2742

G
gero3 已提交
2743
				restore = true;
2744

G
gero3 已提交
2745
			}
2746

M
Mr.doob 已提交
2747
			try {
2748

M
Mr.doob 已提交
2749
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2750 2751
				var textureFormat = texture.format;
				var textureType = texture.type;
2752

M
Mr.doob 已提交
2753
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2754

M
Mr.doob 已提交
2755 2756
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2757

M
Mr.doob 已提交
2758
				}
2759

M
Mr.doob 已提交
2760
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2761 2762
					! ( 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' ) ) ) {
2763

M
Mr.doob 已提交
2764 2765
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2766

M
Mr.doob 已提交
2767
				}
2768

M
Mr.doob 已提交
2769
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2770

2771 2772
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2773
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2774

M
Mr.doob 已提交
2775
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2776 2777

					}
2778

M
Mr.doob 已提交
2779
				} else {
M
Mr.doob 已提交
2780

M
Mr.doob 已提交
2781 2782 2783
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2784

M
Mr.doob 已提交
2785
			} finally {
M
Mr.doob 已提交
2786

M
Mr.doob 已提交
2787 2788 2789
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2790

M
Mr.doob 已提交
2791 2792 2793
				}

			}
M
Mr.doob 已提交
2794 2795 2796

		}

M
Mr.doob 已提交
2797 2798
	};

M
Mr.doob 已提交
2799 2800
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2801
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2802

2803 2804
		var extension;

R
Rich Harris 已提交
2805 2806 2807
		if ( p === RepeatWrapping ) return _gl.REPEAT;
		if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
M
Mr.doob 已提交
2808

R
Rich Harris 已提交
2809 2810 2811
		if ( p === NearestFilter ) return _gl.NEAREST;
		if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
M
Mr.doob 已提交
2812

R
Rich Harris 已提交
2813 2814 2815
		if ( p === LinearFilter ) return _gl.LINEAR;
		if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
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		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
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		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
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2829
		if ( p === HalfFloatType ) {
2830

2831
			extension = extensions.get( 'OES_texture_half_float' );
2832

2833
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2834 2835 2836

		}

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		if ( p === AlphaFormat ) return _gl.ALPHA;
		if ( p === RGBFormat ) return _gl.RGB;
		if ( p === RGBAFormat ) return _gl.RGBA;
		if ( p === LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
		if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
2843
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
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		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
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		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
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		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
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2862 2863
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
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2865
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2866

2867 2868 2869 2870 2871 2872 2873 2874
			if ( extension !== null ) {

				if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
				if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
				if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
				if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

			}
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		}

2878
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2879
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2880

2881
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2883 2884 2885 2886 2887 2888 2889 2890
			if ( extension !== null ) {

				if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
				if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
				if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
				if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

			}
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		}

2894
		if ( p === RGB_ETC1_Format ) {
2895

2896
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2897

2898
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2899 2900 2901

		}

2902 2903 2904
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2905

2906
			if ( extension !== null ) {
2907

2908 2909 2910 2911
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2912 2913 2914

		}

2915
		if ( p === UnsignedInt248Type ) {
2916

2917
			extension = extensions.get( 'WEBGL_depth_texture' );
2918

2919
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2920 2921 2922

		}

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		return 0;

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	}
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}
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2930
export { WebGLRenderer };