WebGLRenderer.js 66.0 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, DoubleSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { Matrix4 } from '../math/Matrix4';
import { WebGLUniforms } from './webgl/WebGLUniforms';
import { UniformsUtils } from './shaders/UniformsUtils';
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/BoxBufferGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneBufferGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
import { WebGLLights } from './webgl/WebGLLights';
import { WebGLPrograms } from './webgl/WebGLPrograms';
import { WebGLObjects } from './webgl/WebGLObjects';
import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
import { Sphere } from '../math/Sphere';
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,
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	_depth = parameters.depth !== undefined ? parameters.depth : true,
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	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
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	var lights = [];
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	var opaqueObjects = [];
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	var opaqueObjectsLastIndex = - 1;
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	var transparentObjects = [];
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	var transparentObjectsLastIndex = - 1;
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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,

	// internal state cache

	_currentProgram = null,
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	_currentRenderTarget = null,
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	_currentFramebuffer = null,
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	_currentMaterialId = - 1,
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	_currentGeometryProgram = '',
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	_currentCamera = null,

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	_currentScissor = new Vector4(),
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	_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 ),
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	_clearAlpha = 0,

	_width = _canvas.width,
	_height = _canvas.height,

	_pixelRatio = 1,

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	_scissor = new Vector4( 0, 0, _width, _height ),
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	_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(),
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	_clippingEnabled = false,
	_localClippingEnabled = false,

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	_sphere = new Sphere(),
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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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	// light arrays cache

	_lights = {

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		hash: '',

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		ambient: [ 0, 0, 0 ],
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		directional: [],
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		directionalShadowMap: [],
		directionalShadowMatrix: [],
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		spot: [],
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		spotShadowMap: [],
		spotShadowMatrix: [],
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		point: [],
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		pointShadowMap: [],
		pointShadowMatrix: [],
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		hemi: [],

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		shadows: []
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	},

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	// info

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	_infoRender = {
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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: {

			geometries: 0,
			textures: 0

		},
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

		_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );

		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 );
	var properties = new WebGLProperties();
	var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info );
	var objects = new WebGLObjects( _gl, properties, this.info );
	var programCache = new WebGLPrograms( this, capabilities );
	var lightCache = new WebGLLights();
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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 backgroundCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
	var backgroundCamera2 = new PerspectiveCamera();
	var backgroundPlaneMesh = new Mesh(
		new PlaneBufferGeometry( 2, 2 ),
		new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
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	);
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	var backgroundBoxShader = ShaderLib[ 'cube' ];
	var backgroundBoxMesh = new Mesh(
		new BoxBufferGeometry( 5, 5, 5 ),
		new ShaderMaterial( {
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			uniforms: backgroundBoxShader.uniforms,
			vertexShader: backgroundBoxShader.vertexShader,
			fragmentShader: backgroundBoxShader.fragmentShader,
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			side: BackSide,
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			depthTest: false,
			depthWrite: false,
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			fog: false
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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 glClearColor( r, g, b, a ) {
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		if ( _premultipliedAlpha === true ) {

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			r *= a; g *= a; b *= a;
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		}

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		state.clearColor( r, g, b, a );
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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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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	}
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	function resetGLState() {
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		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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	this.setClearColor = function ( color, alpha ) {
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		_clearColor.set( color );
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		_clearAlpha = alpha !== undefined ? alpha : 1;
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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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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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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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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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		transparentObjects = [];
		transparentObjectsLastIndex = -1;
		opaqueObjects = [];
		opaqueObjectsLastIndex = -1;

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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.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 );

		properties.delete( material );

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

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

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	}
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	// Buffer rendering

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

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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
618

619
		var attributes = program.getAttributes();
620

M
Mr.doob 已提交
621 622
		if ( object.hasPositions ) {

623
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
624
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
625

626 627
			state.enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
628 629 630 631 632

		}

		if ( object.hasNormals ) {

633
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
634

635 636 637
			if ( ! material.isMeshPhongMaterial &&
			     ! material.isMeshStandardMaterial &&
			       material.shading === FlatShading ) {
M
Mr.doob 已提交
638

639
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
640

641
					var array = object.normalArray;
M
Mr.doob 已提交
642

643 644 645
					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
646

647 648 649
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
650

651 652 653
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
654

655 656 657
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
658 659 660 661 662 663

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
664

665
			state.enableAttribute( attributes.normal );
666

667
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
668 669 670 671 672

		}

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

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

676
			state.enableAttribute( attributes.uv );
677

678
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
679 680 681

		}

R
Rich Harris 已提交
682
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
683

684
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
685
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
686

687
			state.enableAttribute( attributes.color );
688

689
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
690 691 692

		}

693
		state.disableUnusedAttributes();
694

M
Mr.doob 已提交
695 696 697 698 699 700
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

701
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
702

M
Mr.doob 已提交
703 704
		setMaterial( material );

705
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
706

M
Mr.doob 已提交
707 708
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

			var activeInfluences = [];

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

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

			}

732
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
733 734 735 736 737 738 739

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

740 741
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
742 743 744 745 746 747 748
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

749
					var index = influence[ 1 ];
M
Mr.doob 已提交
750

751 752
					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
753 754 755

				} else {

756 757
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
758 759 760 761 762

				}

			}

763 764 765 766 767 768
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

T
tschw 已提交
769 770
			program.getUniforms().setValue(
					_gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
771 772 773 774 775

			updateBuffers = true;

		}

776 777
		//

778
		var index = geometry.index;
779
		var position = geometry.attributes.position;
780
		var rangeFactor = 1;
781

782 783
		if ( material.wireframe === true ) {

784
			index = objects.getWireframeAttribute( geometry );
785
			rangeFactor = 2;
786 787 788

		}

789 790
		var renderer;

791
		if ( index !== null ) {
792

793 794
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
795

796
		} else {
797

798
			renderer = bufferRenderer;
799

800
		}
M
Mr.doob 已提交
801

802
		if ( updateBuffers ) {
M
Mr.doob 已提交
803

804
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
805

806
			if ( index !== null ) {
807

808
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
809 810 811

			}

812
		}
813

814 815
		//

816
		var dataCount = 0;
817

M
Mr.doob 已提交
818
		if ( index !== null ) {
819

M
Mr.doob 已提交
820
			dataCount = index.count;
821

M
Mr.doob 已提交
822
		} else if ( position !== undefined ) {
823

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

M
Mr.doob 已提交
826
		}
827

M
Mr.doob 已提交
828 829
		var rangeStart = geometry.drawRange.start;
		var rangeCount = geometry.drawRange.count;
830

M
Mr.doob 已提交
831 832
		var groupStart = group !== null ? group.start : 0;
		var groupCount = group !== null ? group.count : Infinity;
833

834 835
		var drawStart = Math.max( rangeStart, groupStart ) * rangeFactor;
		var drawEnd = ( Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1 ) * rangeFactor;
M
Mr.doob 已提交
836 837 838

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

839 840
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
841
		//
842

843
		if ( object.isMesh ) {
844

845
			if ( material.wireframe === true ) {
846

847
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
848
				renderer.setMode( _gl.LINES );
849

850
			} else {
M
Mr.doob 已提交
851 852

				switch ( object.drawMode ) {
853

R
Rich Harris 已提交
854
					case TrianglesDrawMode:
B
Ben Adams 已提交
855 856 857
						renderer.setMode( _gl.TRIANGLES );
						break;

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

R
Rich Harris 已提交
862
					case TriangleFanDrawMode:
B
Ben Adams 已提交
863 864 865 866
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
867

868
			}
869

870

871
		} else if ( object.isLine ) {
872

873
			var lineWidth = material.linewidth;
874

875
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
876

877
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
878

879
			if ( object.isLineSegments ) {
880

881
				renderer.setMode( _gl.LINES );
882

883
			} else {
884

885
				renderer.setMode( _gl.LINE_STRIP );
886 887

			}
M
Mr.doob 已提交
888

889
		} else if ( object.isPoints ) {
890 891

			renderer.setMode( _gl.POINTS );
892 893

		}
894

T
Takahiro 已提交
895
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
896 897 898

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
899
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
900

J
jfranc 已提交
901
			}
902 903 904

		} else {

M
Mr.doob 已提交
905
			renderer.render( drawStart, drawCount );
906

M
Mr.doob 已提交
907 908 909 910
		}

	};

911
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
912

M
Mr.doob 已提交
913
		var extension;
B
Ben Adams 已提交
914

T
Takahiro 已提交
915
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
916

M
Mr.doob 已提交
917
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
918

M
Mr.doob 已提交
919
			if ( extension === null ) {
B
Ben Adams 已提交
920

921
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
922
				return;
B
Ben Adams 已提交
923

M
Mr.doob 已提交
924 925 926
			}

		}
B
Ben Adams 已提交
927

928 929
		if ( startIndex === undefined ) startIndex = 0;

930 931
		state.initAttributes();

932
		var geometryAttributes = geometry.attributes;
933

934
		var programAttributes = program.getAttributes();
935

936
		var materialDefaultAttributeValues = material.defaultAttributeValues;
937

938
		for ( var name in programAttributes ) {
939

940
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
941

M
Mr.doob 已提交
942
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
943

944
				var geometryAttribute = geometryAttributes[ name ];
945

M
Mr.doob 已提交
946
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
947

948
					var type = _gl.FLOAT;
949
					var array = geometryAttribute.array;
950 951
					var normalized = geometryAttribute.normalized;

952 953
					if ( array instanceof Float32Array ) {

954
						type = _gl.FLOAT;
955 956 957

					} else if ( array instanceof Float64Array ) {

T
Takahiro 已提交
958
						console.warn( "Unsupported data buffer format: Float64Array" );
959 960 961

					} else if ( array instanceof Uint16Array ) {

962 963
						type = _gl.UNSIGNED_SHORT;

964 965
					} else if ( array instanceof Int16Array ) {

966
						type = _gl.SHORT;
967 968 969

					} else if ( array instanceof Uint32Array ) {

970
						type = _gl.UNSIGNED_INT;
971 972 973

					} else if ( array instanceof Int32Array ) {

974
						type = _gl.INT;
975 976 977

					} else if ( array instanceof Int8Array ) {

978
						type = _gl.BYTE;
979 980 981

					} else if ( array instanceof Uint8Array ) {

982
						type = _gl.UNSIGNED_BYTE;
983 984

					}
985

986
					var size = geometryAttribute.itemSize;
G
gero3 已提交
987
					var buffer = objects.getAttributeBuffer( geometryAttribute );
988

T
Takahiro 已提交
989
					if ( geometryAttribute && geometryAttribute.isInterleavedBufferAttribute ) {
990

M
Mr.doob 已提交
991 992 993 994
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
995
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
996

M
Mr.doob 已提交
997
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
998

M
Mr.doob 已提交
999
							if ( geometry.maxInstancedCount === undefined ) {
1000

D
dubejf 已提交
1001
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
1002

M
Mr.doob 已提交
1003
							}
B
Ben Adams 已提交
1004

M
Mr.doob 已提交
1005
						} else {
B
Ben Adams 已提交
1006

M
Mr.doob 已提交
1007
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
1008

M
Mr.doob 已提交
1009
						}
B
Ben Adams 已提交
1010

M
Mr.doob 已提交
1011
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1012
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
B
Ben Adams 已提交
1013

M
Mr.doob 已提交
1014
					} else {
B
Ben Adams 已提交
1015

T
Takahiro 已提交
1016
						if ( geometryAttribute && geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
1017

M
Mr.doob 已提交
1018
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
1019

M
Mr.doob 已提交
1020
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
1021

D
dubejf 已提交
1022
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
1023

M
Mr.doob 已提交
1024
							}
B
Ben Adams 已提交
1025

M
Mr.doob 已提交
1026 1027 1028 1029
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
1030
						}
B
Ben Adams 已提交
1031

M
Mr.doob 已提交
1032
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1033
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * geometryAttribute.array.BYTES_PER_ELEMENT );
M
Mr.doob 已提交
1034

B
Ben Adams 已提交
1035
					}
M
Mr.doob 已提交
1036

1037 1038
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1039
					var value = materialDefaultAttributeValues[ name ];
1040

1041
					if ( value !== undefined ) {
M
Mr.doob 已提交
1042

1043
						switch ( value.length ) {
M
Mr.doob 已提交
1044

1045 1046 1047
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1048

1049 1050 1051
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1052

1053 1054 1055
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1056

1057 1058
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1059 1060

						}
M
Mr.doob 已提交
1061 1062 1063 1064 1065 1066 1067 1068

					}

				}

			}

		}
1069

1070
		state.disableUnusedAttributes();
1071

M
Mr.doob 已提交
1072 1073
	}

M
Mr.doob 已提交
1074 1075
	// Sorting

1076
	function absNumericalSort( a, b ) {
1077

1078
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1079 1080 1081

	}

M
Mr.doob 已提交
1082
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1083

U
unconed 已提交
1084
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1085

U
unconed 已提交
1086
			return a.object.renderOrder - b.object.renderOrder;
1087

1088 1089 1090 1091
		} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {

			return a.material.program.id - b.material.program.id;

M
Mr.doob 已提交
1092
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1093

M
Mr.doob 已提交
1094
			return a.material.id - b.material.id;
1095 1096

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1097

M
Mr.doob 已提交
1098
			return a.z - b.z;
M
Mr.doob 已提交
1099 1100 1101

		} else {

1102
			return a.id - b.id;
M
Mr.doob 已提交
1103 1104 1105

		}

1106
	}
M
Mr.doob 已提交
1107

M
Mr.doob 已提交
1108
	function reversePainterSortStable( a, b ) {
1109

U
unconed 已提交
1110
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1111

U
unconed 已提交
1112
			return a.object.renderOrder - b.object.renderOrder;
1113 1114

		} if ( a.z !== b.z ) {
1115

M
Mr.doob 已提交
1116
			return b.z - a.z;
1117 1118 1119 1120 1121 1122 1123

		} else {

			return a.id - b.id;

		}

1124
	}
1125

M
Mr.doob 已提交
1126 1127 1128 1129
	// Rendering

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

1130
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1131

1132
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1133 1134 1135 1136
			return;

		}

M
Mr.doob 已提交
1137
		var fog = scene.fog;
M
Mr.doob 已提交
1138 1139 1140

		// reset caching for this frame

1141
		_currentGeometryProgram = '';
1142
		_currentMaterialId = - 1;
1143
		_currentCamera = null;
M
Mr.doob 已提交
1144 1145 1146

		// update scene graph

1147
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1148 1149 1150

		// update camera matrices and frustum

1151
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1152 1153 1154 1155 1156 1157

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1158
		lights.length = 0;
1159

M
Mr.doob 已提交
1160 1161
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1162

M
Mr.doob 已提交
1163 1164 1165
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1166
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1167
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1168

1169
		projectObject( scene, camera );
M
Mr.doob 已提交
1170

1171 1172 1173
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1174
		if ( _this.sortObjects === true ) {
1175 1176 1177

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1178

1179 1180
		}

M
Mr.doob 已提交
1181
		//
M
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1182

T
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1183
		if ( _clippingEnabled ) _clipping.beginShadows();
T
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1184

1185 1186
		setupShadows( lights );

M
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1187
		shadowMap.render( scene, camera );
M
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1188

1189 1190
		setupLights( lights, camera );

T
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1191
		if ( _clippingEnabled ) _clipping.endShadows();
T
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1192

M
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1193 1194
		//

1195 1196 1197 1198
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
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1199

1200 1201 1202 1203 1204 1205
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1206 1207
		this.setRenderTarget( renderTarget );

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1208 1209 1210 1211 1212 1213 1214 1215
		//

		var background = scene.background;

		if ( background === null ) {

			glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

T
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1216
		} else if ( background && background.isColor ) {
1217 1218

			glClearColor( background.r, background.g, background.b, 1 );
1219
			forceClear = true;
1220 1221 1222 1223 1224 1225 1226 1227 1228

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1229
		if ( background && background.isCubeTexture ) {
M
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1230

1231
			backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
M
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1232 1233 1234 1235 1236 1237 1238

			backgroundCamera2.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundCamera2.matrixWorldInverse.getInverse( backgroundCamera2.matrixWorld );

			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundCamera2.matrixWorldInverse, backgroundBoxMesh.matrixWorld );

1239 1240
			objects.update( backgroundBoxMesh );

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1241 1242
			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

T
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1243
		} else if ( background && background.isTexture ) {
M
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1244 1245 1246

			backgroundPlaneMesh.material.map = background;

1247 1248
			objects.update( backgroundPlaneMesh );

M
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1249 1250
			_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

M
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1251 1252
		}

1253
		//
M
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1254 1255 1256

		if ( scene.overrideMaterial ) {

1257
			var overrideMaterial = scene.overrideMaterial;
M
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1258

1259 1260
			renderObjects( opaqueObjects, camera, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, fog, overrideMaterial );
1261

M
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1262 1263 1264 1265
		} else {

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

R
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1266
			state.setBlending( NoBlending );
1267
			renderObjects( opaqueObjects, camera, fog );
M
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1268 1269 1270

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

1271
			renderObjects( transparentObjects, camera, fog );
M
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1272 1273 1274 1275 1276

		}

		// custom render plugins (post pass)

M
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1277
		spritePlugin.render( scene, camera );
1278
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1279 1280 1281

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

M
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1282 1283
		if ( renderTarget ) {

1284
			textures.updateRenderTargetMipmap( renderTarget );
M
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1285 1286 1287

		}

1288
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1289

M
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1290 1291
		state.setDepthTest( true );
		state.setDepthWrite( true );
1292
		state.setColorWrite( true );
M
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1293 1294 1295 1296

		// _gl.finish();

	};
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1297

M
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1298 1299
	function pushRenderItem( object, geometry, material, z, group ) {

1300
		var array, index;
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1301

1302
		// allocate the next position in the appropriate array
M
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1303 1304 1305

		if ( material.transparent ) {

1306 1307
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
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1308 1309 1310

		} else {

1311 1312 1313 1314 1315
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1316 1317
		// recycle existing render item or grow the array

1318 1319 1320 1321 1322 1323 1324 1325 1326 1327
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
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1328 1329 1330

		} else {

1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
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1342 1343 1344 1345 1346

		}

	}

M
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1347 1348
	// TODO Duplicated code (Frustum)

T
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1349 1350 1351 1352 1353 1354 1355
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
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1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373
		_sphere.copy( geometry.boundingSphere ).
			applyMatrix4( object.matrixWorld );

		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
1374 1375

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1376 1377 1378 1379

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391

		var planes = _this.clippingPlanes,

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

		do {

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

T
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1392
		} while ( ++ i !== numPlanes );
T
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1393 1394 1395 1396 1397

		return true;

	}

1398
	function projectObject( object, camera ) {
M
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1399

M
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1400
		if ( object.visible === false ) return;
M
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1401

1402
		var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
M
Mr.doob 已提交
1403

1404 1405 1406
		if ( visible ) {

			if ( object.isLight ) {
M
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1407

1408
				lights.push( object );
M
Mr.doob 已提交
1409

1410
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1411

M
Mr.doob 已提交
1412
				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
1413 1414 1415 1416

					sprites.push( object );

				}
M
Mr.doob 已提交
1417

1418
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1419

1420
				lensFlares.push( object );
M
Mr.doob 已提交
1421

1422
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1423

1424
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1425

1426 1427
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1428

1429
				}
1430

1431
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1432

1433
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1434

1435
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1436

1437
					object.skeleton.update();
1438

1439
				}
1440

T
tschw 已提交
1441
				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
1442

1443
					var material = object.material;
1444

1445
					if ( material.visible === true ) {
M
Mr.doob 已提交
1446

1447
						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1448

1449 1450 1451 1452
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
Mr.doob 已提交
1453

1454
						var geometry = objects.update( object );
M
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1455

1456
						if ( material.isMultiMaterial ) {
1457

1458 1459
							var groups = geometry.groups;
							var materials = material.materials;
1460

1461
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1462

1463 1464
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1465

1466
								if ( groupMaterial.visible === true ) {
1467

1468 1469 1470
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1471

M
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1472
							}
M
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1473

1474
						} else {
M
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1475

1476
							pushRenderItem( object, geometry, material, _vector3.z, null );
1477

1478
						}
O
OpenShift guest 已提交
1479

1480
					}
M
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1481

1482
				}
M
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1483

1484
			}
M
Mr.doob 已提交
1485

M
Mr.doob 已提交
1486
		}
M
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1487

M
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1488
		var children = object.children;
M
Mr.doob 已提交
1489

M
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1490 1491
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1492
			projectObject( children[ i ], camera );
M
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1493

1494
		}
1495

1496
	}
M
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1497

1498
	function renderObjects( renderList, camera, fog, overrideMaterial ) {
M
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1499

M
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1500
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1501

1502
			var renderItem = renderList[ i ];
M
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1503

1504
			var object = renderItem.object;
M
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1505 1506 1507
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1508

1509 1510
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1511

1512
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1513

M
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1514
				setMaterial( material );
M
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1515

1516
				var program = setProgram( camera, fog, material, object );
M
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1517

M
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1518
				_currentGeometryProgram = '';
M
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1519

M
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1520
				object.render( function ( object ) {
M
Mr.doob 已提交
1521

M
Mr.doob 已提交
1522
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1523

M
Mr.doob 已提交
1524
				} );
1525

M
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1526
			} else {
M
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1527

1528 1529
				if ( object.onBeforeRender !== null ) object.onBeforeRender();

1530
				_this.renderBufferDirect( camera, fog, geometry, material, object, group );
M
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1531

M
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1532
			}
M
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1533

1534
		}
M
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1535

1536
	}
G
gero3 已提交
1537

1538
	function initMaterial( material, fog, object ) {
M
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1539

1540
		var materialProperties = properties.get( material );
G
gero3 已提交
1541

T
tschw 已提交
1542
		var parameters = programCache.getParameters(
T
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1543
				material, _lights, fog, _clipping.numPlanes, object );
T
tschw 已提交
1544

G
gero3 已提交
1545
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1546

1547
		var program = materialProperties.program;
T
tschw 已提交
1548
		var programChange = true;
1549

1550
		if ( program === undefined ) {
B
Ben Adams 已提交
1551

M
Mr.doob 已提交
1552 1553
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1554

1555
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1556

M
Mr.doob 已提交
1557
			// changed glsl or parameters
1558
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1559

G
gero3 已提交
1560
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1561

T
tschw 已提交
1562
			// same glsl and uniform list
T
tschw 已提交
1563 1564
			return;

T
tschw 已提交
1565
		} else {
B
Ben Adams 已提交
1566

T
tschw 已提交
1567 1568
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1569 1570 1571

		}

1572
		if ( programChange ) {
B
Ben Adams 已提交
1573

1574
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1575

R
Rich Harris 已提交
1576
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1577

1578 1579
				materialProperties.__webglShader = {
					name: material.type,
R
Rich Harris 已提交
1580
					uniforms: UniformsUtils.clone( shader.uniforms ),
1581 1582 1583
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1584

1585
			} else {
B
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1586

1587 1588 1589 1590 1591 1592
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1593

1594
			}
G
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1595

1596
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1597

1598
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1599

1600 1601
			materialProperties.program = program;
			material.program = program;
1602 1603 1604

		}

1605
		var attributes = program.getAttributes();
M
Mr.doob 已提交
1606 1607 1608 1609 1610

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1611
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1612

M
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1613
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1627
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1628

M
Mr.doob 已提交
1629
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1630 1631 1632 1633 1634 1635 1636 1637 1638

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1639 1640
		var uniforms = materialProperties.__webglShader.uniforms;

1641
		if ( ! material.isShaderMaterial &&
1642
		     ! material.isRawShaderMaterial ||
1643
		       material.clipping === true ) {
T
tschw 已提交
1644

T
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1645 1646
			materialProperties.numClippingPlanes = _clipping.numPlanes;
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1647 1648 1649

		}

1650
		materialProperties.fog = fog;
1651

1652
		// store the light setup it was created for
1653

1654
		materialProperties.lightsHash = _lights.hash;
1655

M
Mr.doob 已提交
1656
		if ( material.lights ) {
1657 1658 1659 1660 1661 1662

			// 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;
M
Mr.doob 已提交
1663
			uniforms.pointLights.value = _lights.point;
1664 1665
			uniforms.hemisphereLights.value = _lights.hemi;

1666 1667 1668 1669 1670 1671
			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;
1672

1673 1674
		}

T
tschw 已提交
1675 1676
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
R
Rich Harris 已提交
1677
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1678

T
tschw 已提交
1679 1680
		materialProperties.uniformsList = uniformsList;
		materialProperties.dynamicUniforms =
R
Rich Harris 已提交
1681
				WebGLUniforms.splitDynamic( uniformsList, uniforms );
A
arose 已提交
1682

M
Mr.doob 已提交
1683
	}
M
Mr.doob 已提交
1684

1685 1686
	function setMaterial( material ) {

M
Mr.doob 已提交
1687 1688 1689
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1690

R
Rich Harris 已提交
1691
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1692

M
Mr.doob 已提交
1693 1694 1695
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1696

B
Ben Adams 已提交
1697
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1698 1699
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1700
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1701
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1702 1703 1704

	}

1705
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1706 1707 1708

		_usedTextureUnits = 0;

1709
		var materialProperties = properties.get( material );
1710

T
tschw 已提交
1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721
		if ( _clippingEnabled ) {

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

				var useCache =
						camera === _currentCamera &&
						material.id === _currentMaterialId;

				// 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
1722
				_clipping.setState(
T
tschw 已提交
1723 1724 1725 1726 1727 1728 1729
						material.clippingPlanes, material.clipShadows,
						camera, materialProperties, useCache );

			}

		}

1730
		if ( material.needsUpdate === false ) {
1731

1732
			if ( materialProperties.program === undefined ) {
1733

1734
				material.needsUpdate = true;
1735

1736
			} else if ( material.fog && materialProperties.fog !== fog ) {
1737

M
Mr.doob 已提交
1738
				material.needsUpdate = true;
1739

1740
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1741

1742
				material.needsUpdate = true;
1743

1744 1745 1746 1747 1748
			} else if ( materialProperties.numClippingPlanes !== undefined &&
				materialProperties.numClippingPlanes !== _clipping.numPlanes ) {

				material.needsUpdate = true;

1749
			}
1750 1751 1752 1753

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1754

1755
			initMaterial( material, fog, object );
M
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1756 1757 1758 1759
			material.needsUpdate = false;

		}

1760
		var refreshProgram = false;
M
Mr.doob 已提交
1761
		var refreshMaterial = false;
1762
		var refreshLights = false;
M
Mr.doob 已提交
1763

1764
		var program = materialProperties.program,
1765
			p_uniforms = program.getUniforms(),
1766
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1767

1768
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1769

1770 1771
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1772

1773
			refreshProgram = true;
M
Mr.doob 已提交
1774
			refreshMaterial = true;
1775
			refreshLights = true;
M
Mr.doob 已提交
1776 1777 1778 1779 1780 1781

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1782

M
Mr.doob 已提交
1783 1784 1785 1786
			refreshMaterial = true;

		}

1787
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1788

T
tschw 已提交
1789
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1790

G
gero3 已提交
1791
			if ( capabilities.logarithmicDepthBuffer ) {
1792

T
tschw 已提交
1793 1794
				p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1795 1796 1797 1798

			}


1799 1800 1801 1802 1803 1804 1805 1806 1807
			if ( camera !== _currentCamera ) {

				_currentCamera = camera;

				// lighting uniforms depend on the camera so enforce an update
				// now, in case this material supports lights - or later, when
				// the next material that does gets activated:

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1808
				refreshLights = true;		// remains set until update done
1809 1810

			}
M
Mr.doob 已提交
1811

1812 1813 1814
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1815 1816 1817 1818
			if ( material.isShaderMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.envMap ) {
1819

T
tschw 已提交
1820 1821 1822
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1823

T
tschw 已提交
1824 1825
					uCamPos.setValue( _gl,
							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1826 1827 1828 1829 1830

				}

			}

1831 1832 1833 1834 1835 1836
			if ( material.isMeshPhongMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshBasicMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isShaderMaterial ||
			     material.skinning ) {
1837

T
tschw 已提交
1838
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1839 1840 1841

			}

T
tschw 已提交
1842 1843
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1844

M
Mr.doob 已提交
1845 1846 1847 1848 1849 1850 1851 1852
		}

		// 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

		if ( material.skinning ) {

T
tschw 已提交
1853 1854
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1855

T
tschw 已提交
1856
			var skeleton = object.skeleton;
1857

T
tschw 已提交
1858
			if ( skeleton ) {
1859

T
tschw 已提交
1860
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1861

T
tschw 已提交
1862 1863 1864
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
Mr.doob 已提交
1865

T
tschw 已提交
1866
				} else {
M
Mr.doob 已提交
1867

T
tschw 已提交
1868
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1869 1870 1871 1872 1873 1874 1875 1876 1877

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1878
			if ( material.lights ) {
M
Mr.doob 已提交
1879

1880
				// the current material requires lighting info
M
Mr.doob 已提交
1881

T
tschw 已提交
1882 1883 1884 1885 1886 1887
				// 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
1888

T
tschw 已提交
1889
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1890

T
tschw 已提交
1891
			}
G
gero3 已提交
1892

T
tschw 已提交
1893
			// refresh uniforms common to several materials
G
gero3 已提交
1894

T
tschw 已提交
1895
			if ( fog && material.fog ) {
G
gero3 已提交
1896

T
tschw 已提交
1897
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1898 1899 1900

			}

1901 1902 1903 1904 1905
			if ( material.isMeshBasicMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1906 1907 1908 1909 1910 1911 1912

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1913
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1914 1915 1916

				refreshUniformsLine( m_uniforms, material );

1917
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1918 1919 1920 1921

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

1922
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1923

M
Mr.doob 已提交
1924
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1925

1926
			} else if ( material.isMeshLambertMaterial ) {
1927 1928 1929

				refreshUniformsLambert( m_uniforms, material );

1930
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1931 1932 1933

				refreshUniformsPhong( m_uniforms, material );

1934
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1935 1936 1937

				refreshUniformsPhysical( m_uniforms, material );

1938
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1939

1940
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1941

1942
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1943

1944 1945 1946 1947 1948 1949 1950 1951
				if ( material.displacementMap ) {

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

				}

1952
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1953 1954 1955 1956 1957

				m_uniforms.opacity.value = material.opacity;

			}

R
Rich Harris 已提交
1958
			WebGLUniforms.upload(
T
tschw 已提交
1959
					_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1960 1961 1962

		}

M
Mr.doob 已提交
1963

T
tschw 已提交
1964
		// common matrices
M
Mr.doob 已提交
1965

T
tschw 已提交
1966 1967 1968
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1969 1970


T
tschw 已提交
1971
		// dynamic uniforms
A
arose 已提交
1972

T
tschw 已提交
1973
		var dynUniforms = materialProperties.dynamicUniforms;
A
arose 已提交
1974

T
tschw 已提交
1975
		if ( dynUniforms !== null ) {
A
arose 已提交
1976

1977
			WebGLUniforms.evalDynamic( dynUniforms, m_uniforms, object, material, camera );
R
Rich Harris 已提交
1978
			WebGLUniforms.upload( _gl, dynUniforms, m_uniforms, _this );
A
arose 已提交
1979 1980 1981

		}

T
tschw 已提交
1982
		return program;
A
arose 已提交
1983 1984 1985

	}

M
Mr.doob 已提交
1986 1987
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1988
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1989 1990 1991

		uniforms.opacity.value = material.opacity;

1992
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1993

1994
		if ( material.emissive ) {
M
Mr.doob 已提交
1995

1996
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1997 1998 1999

		}

2000 2001 2002
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
2003

2004
		if ( material.aoMap ) {
2005

2006 2007
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2008 2009 2010

		}

M
Mr.doob 已提交
2011
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2012 2013 2014 2015 2016
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2017
		// 6. emissive map
M
Mr.doob 已提交
2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2029 2030 2031 2032
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2033 2034 2035 2036 2037 2038 2039 2040
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2041 2042 2043 2044 2045 2046 2047 2048
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2049 2050 2051 2052
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2053 2054 2055 2056
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2057 2058 2059 2060
		}

		if ( uvScaleMap !== undefined ) {

2061
			// backwards compatibility
2062
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2063 2064 2065 2066 2067

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2068 2069 2070 2071 2072 2073 2074 2075
			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;
2076 2077 2078 2079 2080

		// 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
2081
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2082

2083
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2084 2085
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2086
	}
M
Mr.doob 已提交
2087

M
Mr.doob 已提交
2088
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2089 2090 2091 2092

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

M
Mr.doob 已提交
2093
	}
M
Mr.doob 已提交
2094

M
Mr.doob 已提交
2095
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2096 2097 2098 2099 2100

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

M
Mr.doob 已提交
2101
	}
M
Mr.doob 已提交
2102

M
Mr.doob 已提交
2103
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2104

2105
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2106
		uniforms.opacity.value = material.opacity;
2107
		uniforms.size.value = material.size * _pixelRatio;
T
tschw 已提交
2108
		uniforms.scale.value = _canvas.clientHeight * 0.5;
M
Mr.doob 已提交
2109 2110 2111

		uniforms.map.value = material.map;

2112 2113 2114 2115 2116 2117 2118 2119 2120
		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
2121
	}
M
Mr.doob 已提交
2122

M
Mr.doob 已提交
2123
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2124 2125 2126

		uniforms.fogColor.value = fog.color;

2127
		if ( fog.isFog ) {
M
Mr.doob 已提交
2128 2129 2130 2131

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

2132
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2133 2134 2135 2136 2137

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2138
	}
M
Mr.doob 已提交
2139

M
Mr.doob 已提交
2140
	function refreshUniformsLambert( uniforms, material ) {
2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2157
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2158

2159
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2160
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2161

2162 2163 2164 2165
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
2166

2167
		}
2168

2169
		if ( material.emissiveMap ) {
2170

2171
			uniforms.emissiveMap.value = material.emissiveMap;
2172

2173
		}
M
Mr.doob 已提交
2174

2175 2176 2177 2178
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2179

2180
		}
M
Mr.doob 已提交
2181

2182 2183 2184 2185 2186 2187
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2188

2189 2190 2191 2192 2193
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2194

2195
		}
2196 2197 2198

	}

M
Mr.doob 已提交
2199
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 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

		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.lightMap ) {

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

		}

		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
2260
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2261

2262 2263 2264
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2265 2266 2267 2268
		refreshUniformsStandard( uniforms, material );

	}

2269 2270
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2271
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2272

M
Mr.doob 已提交
2273
		uniforms.ambientLightColor.needsUpdate = value;
2274

B
Ben Houston 已提交
2275 2276 2277 2278
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;
2279

M
Mr.doob 已提交
2280
	}
2281

T
tschw 已提交
2282
	// Lighting
M
Mr.doob 已提交
2283

M
Mr.doob 已提交
2284
	function setupShadows( lights ) {
2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

				_lights.shadows[ lightShadowsLength ++ ] = light;

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2304
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2305

B
brason 已提交
2306
		var l, ll, light,
M
Mr.doob 已提交
2307
		r = 0, g = 0, b = 0,
B
Ben Houston 已提交
2308
		color,
B
brason 已提交
2309
		intensity,
M
Mr.doob 已提交
2310
		distance,
2311
		shadowMap,
M
Mr.doob 已提交
2312

2313
		viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2314

M
Mr.doob 已提交
2315
		directionalLength = 0,
M
Mr.doob 已提交
2316 2317
		pointLength = 0,
		spotLength = 0,
2318
		hemiLength = 0;
M
Mr.doob 已提交
2319 2320 2321 2322 2323 2324 2325 2326 2327

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

			light = lights[ l ];

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

2328
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2329

2330
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2331

2332 2333 2334
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2335

2336
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2337

M
Mr.doob 已提交
2338
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2339

2340
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2341
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2342
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2343 2344 2345
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2346
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2347

2348
				if ( light.castShadow ) {
M
Mr.doob 已提交
2349

2350 2351 2352
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2353

2354 2355
				}

2356
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2357
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2358
				_lights.directional[ directionalLength ++ ] = uniforms;
M
Mr.doob 已提交
2359

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

M
Mr.doob 已提交
2362
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2363 2364 2365

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

M
Mr.doob 已提交
2367 2368 2369 2370 2371 2372 2373 2374
				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 );

2375 2376
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2377
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2378

2379
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2380

2381 2382
				if ( light.castShadow ) {

2383 2384 2385
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2386

2387 2388
				}

2389
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2390
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2391
				_lights.spot[ spotLength ++ ] = uniforms;
2392

2393
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2394

M
Mr.doob 已提交
2395
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2396

M
Mr.doob 已提交
2397 2398
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2399

M
Mr.doob 已提交
2400 2401
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2402 2403
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2404
				uniforms.shadow = light.castShadow;
2405

M
Mr.doob 已提交
2406
				if ( light.castShadow ) {
2407

2408 2409 2410 2411 2412
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2413

2414
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2415

2416 2417
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2418
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2419

2420 2421
				}

2422 2423 2424 2425 2426
				// for point lights we set the shadow matrix to be a translation-only matrix
				// equal to inverse of the light's position
				_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
				_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );

M
Mr.doob 已提交
2427
				_lights.point[ pointLength ++ ] = uniforms;
2428

2429
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2430

M
Mr.doob 已提交
2431
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2432 2433 2434 2435

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2436

M
Mr.doob 已提交
2437 2438
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2439

M
Mr.doob 已提交
2440
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2441 2442 2443 2444 2445

			}

		}

M
Mr.doob 已提交
2446 2447 2448
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2449

M
Mr.doob 已提交
2450 2451
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2452
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2453
		_lights.hemi.length = hemiLength;
2454

2455
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length;
2456

M
Mr.doob 已提交
2457
	}
M
Mr.doob 已提交
2458 2459 2460 2461 2462

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2463
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2464
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2465 2466 2467 2468 2469

	};

	// Textures

T
tschw 已提交
2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2486
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2487

2488
	// this.setTexture2D = setTexture2D;
2489
	this.setTexture2D = ( function() {
T
tschw 已提交
2490

2491
		var warned = false;
T
tschw 已提交
2492

2493
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2494
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2495

T
Takahiro 已提交
2496
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2497

2498
				if ( ! warned ) {
T
tschw 已提交
2499

2500 2501
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2502

2503
				}
T
tschw 已提交
2504

2505
				texture = texture.texture;
T
tschw 已提交
2506

2507
			}
T
tschw 已提交
2508

2509
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2510

2511
		};
T
tschw 已提交
2512

2513
	}() );
T
tschw 已提交
2514

2515 2516 2517 2518
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2519
		return function setTexture( texture, slot ) {
2520 2521 2522 2523 2524 2525 2526 2527

			if ( ! warned ) {

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

			}

2528
			textures.setTexture2D( texture, slot );
2529 2530 2531 2532 2533 2534 2535 2536 2537

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2538
		return function setTextureCube( texture, slot ) {
2539 2540

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2541
			if ( texture && texture.isWebGLRenderTargetCube ) {
2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555

				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
2556
			if ( ( texture && texture.isCubeTexture ) ||
2557 2558 2559 2560 2561
				 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2562
				textures.setTextureCube( texture, slot );
2563 2564 2565 2566 2567

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2568
				textures.setTextureCubeDynamic( texture, slot );
2569 2570 2571 2572 2573 2574

			}

		};

	}() );
T
tschw 已提交
2575

2576 2577 2578 2579
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2580
	};
2581

2582
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2583

2584 2585
		_currentRenderTarget = renderTarget;

2586
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2587

2588
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2589 2590 2591

		}

T
Takahiro 已提交
2592
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2593
		var framebuffer;
M
Mr.doob 已提交
2594 2595 2596

		if ( renderTarget ) {

2597
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2598

M
Mr.doob 已提交
2599 2600
			if ( isCube ) {

2601
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2602 2603 2604

			} else {

2605
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2606 2607 2608

			}

2609 2610
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2611

2612
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2613 2614 2615 2616 2617

		} else {

			framebuffer = null;

2618
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2619
			_currentScissorTest = _scissorTest;
2620

2621
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2622 2623 2624

		}

M
Mr.doob 已提交
2625
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2626 2627 2628 2629 2630 2631

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

		}

2632 2633
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2634

2635
		state.viewport( _currentViewport );
2636

M
Mr.doob 已提交
2637 2638 2639
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2640
			_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
2641 2642 2643

		}

M
Mr.doob 已提交
2644 2645
	};

M
Mr.doob 已提交
2646
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2647

T
Takahiro 已提交
2648
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2649

2650
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2651
			return;
2652

G
gero3 已提交
2653
		}
2654

M
Mr.doob 已提交
2655
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2656

M
Mr.doob 已提交
2657
		if ( framebuffer ) {
2658

G
gero3 已提交
2659
			var restore = false;
2660

M
Mr.doob 已提交
2661
			if ( framebuffer !== _currentFramebuffer ) {
2662

M
Mr.doob 已提交
2663
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2664

G
gero3 已提交
2665
				restore = true;
2666

G
gero3 已提交
2667
			}
2668

M
Mr.doob 已提交
2669
			try {
2670

M
Mr.doob 已提交
2671
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2672 2673
				var textureFormat = texture.format;
				var textureType = texture.type;
2674

M
Mr.doob 已提交
2675
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2676

M
Mr.doob 已提交
2677 2678
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2679

M
Mr.doob 已提交
2680
				}
2681

M
Mr.doob 已提交
2682 2683 2684
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
				     ! ( 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' ) ) ) {
2685

M
Mr.doob 已提交
2686 2687
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2688

M
Mr.doob 已提交
2689
				}
2690

M
Mr.doob 已提交
2691
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2692

2693 2694
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2695
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2696

M
Mr.doob 已提交
2697
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2698 2699

					}
2700

M
Mr.doob 已提交
2701
				} else {
M
Mr.doob 已提交
2702

M
Mr.doob 已提交
2703 2704 2705
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2706

M
Mr.doob 已提交
2707
			} finally {
M
Mr.doob 已提交
2708

M
Mr.doob 已提交
2709 2710 2711
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2712

M
Mr.doob 已提交
2713 2714 2715
				}

			}
M
Mr.doob 已提交
2716 2717 2718

		}

M
Mr.doob 已提交
2719 2720
	};

M
Mr.doob 已提交
2721 2722
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2723
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2724

2725 2726
		var extension;

R
Rich Harris 已提交
2727 2728 2729
		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
2730

R
Rich Harris 已提交
2731 2732 2733
		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
2734

R
Rich Harris 已提交
2735 2736 2737
		if ( p === LinearFilter ) return _gl.LINEAR;
		if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
M
Mr.doob 已提交
2738

R
Rich Harris 已提交
2739 2740 2741 2742
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
M
Mr.doob 已提交
2743

R
Rich Harris 已提交
2744 2745 2746 2747 2748 2749
		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
M
Mr.doob 已提交
2750

2751 2752 2753 2754
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

R
Rich Harris 已提交
2755
			if ( p === HalfFloatType ) return extension.HALF_FLOAT_OES;
2756 2757 2758

		}

R
Rich Harris 已提交
2759 2760 2761 2762 2763 2764
		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;
2765
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2766

R
Rich Harris 已提交
2767 2768 2769
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2770

R
Rich Harris 已提交
2771 2772 2773 2774 2775 2776 2777 2778
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2779

R
Rich Harris 已提交
2780 2781 2782
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2783

2784
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
2785

2786 2787
		if ( extension !== null ) {

R
Rich Harris 已提交
2788 2789 2790 2791
			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;
M
Mr.doob 已提交
2792 2793 2794

		}

2795 2796 2797
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
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			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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		}

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		extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

		if ( extension !== null ) {

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			if ( p === RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
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		}

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		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
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			if ( p === MinEquation ) return extension.MIN_EXT;
			if ( p === MaxEquation ) return extension.MAX_EXT;
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		}

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		extension = extensions.get( 'WEBGL_depth_texture' );

		if ( extension !== null ){

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			if ( p === UnsignedInt248Type ) return extension.UNSIGNED_INT_24_8_WEBGL;
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		}

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		return 0;

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	}
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}
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export { WebGLRenderer };