WebGLRenderer.js 68.7 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';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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

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

			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 {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

		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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		state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
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	};

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function () {
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		transparentObjects = [];
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		transparentObjectsLastIndex = - 1;
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		opaqueObjects = [];
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		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 );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
606

607
		var programAttributes = program.getAttributes();
608

M
Mr.doob 已提交
609 610
		if ( object.hasPositions ) {

611
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
612
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
613

614 615
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
616 617 618 619 620

		}

		if ( object.hasNormals ) {

621
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
622

623
			if ( ! material.isMeshPhongMaterial &&
624
				! material.isMeshStandardMaterial &&
625
				! material.isMeshNormalMaterial &&
626
				material.shading === FlatShading ) {
M
Mr.doob 已提交
627

628
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
629

630
					var array = object.normalArray;
M
Mr.doob 已提交
631

632 633 634
					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
635

636 637 638
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
639

640 641 642
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
643

644 645 646
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
647 648 649 650 651 652

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
653

654
			state.enableAttribute( programAttributes.normal );
655

656
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
657 658 659 660 661

		}

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

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

665
			state.enableAttribute( programAttributes.uv );
666

667
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
668 669 670

		}

R
Rich Harris 已提交
671
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
672

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

676
			state.enableAttribute( programAttributes.color );
677

678
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
679 680 681

		}

682
		state.disableUnusedAttributes();
683

M
Mr.doob 已提交
684 685 686 687 688 689
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
690 691
	var program, geometryProgram, updateBuffers;

692
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
693

M
Mr.doob 已提交
694 695
		setMaterial( material );

M
Mr.doob 已提交
696 697
		program = setProgram( camera, fog, material, object );
		geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
698

M
Mr.doob 已提交
699
		updateBuffers = false;
M
Mr.doob 已提交
700 701 702 703 704 705 706 707 708 709 710 711 712 713

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
714 715
			// TODO Remove allocations

M
Mr.doob 已提交
716 717 718 719 720 721 722 723 724
			var activeInfluences = [];

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

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

			}

725
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
726 727 728 729 730 731 732

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

733 734
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
735 736 737 738 739 740 741
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

742
					var index = influence[ 1 ];
M
Mr.doob 已提交
743

744 745
					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
746 747 748

				} else {

749 750
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
751 752 753 754 755

				}

			}

756 757 758 759 760 761
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
762
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
763 764 765 766 767

			updateBuffers = true;

		}

768 769
		//

770
		var index = geometry.index;
771
		var position = geometry.attributes.position;
772
		var rangeFactor = 1;
773

774 775
		if ( material.wireframe === true ) {

776
			index = geometries.getWireframeAttribute( geometry );
777
			rangeFactor = 2;
778 779 780

		}

M
Mr.doob 已提交
781
		var renderer = bufferRenderer;
782

783
		if ( index !== null ) {
784

785 786
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
787

788
		}
M
Mr.doob 已提交
789

790
		if ( updateBuffers ) {
M
Mr.doob 已提交
791

792
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
793

794
			if ( index !== null ) {
795

M
Mr.doob 已提交
796
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
797 798 799

			}

800
		}
801

802 803
		//

804
		var dataCount = 0;
805

M
Mr.doob 已提交
806
		if ( index !== null ) {
807

M
Mr.doob 已提交
808
			dataCount = index.count;
809

M
Mr.doob 已提交
810
		} else if ( position !== undefined ) {
811

M
Mr.doob 已提交
812
			dataCount = position.count;
813

M
Mr.doob 已提交
814
		}
815

M
Mr.doob 已提交
816 817
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
818

M
Mr.doob 已提交
819 820
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
821

M
Mr.doob 已提交
822 823
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
824 825 826

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

827 828
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
829
		//
830

831
		if ( object.isMesh ) {
832

833
			if ( material.wireframe === true ) {
834

835
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
836
				renderer.setMode( _gl.LINES );
837

838
			} else {
M
Mr.doob 已提交
839 840

				switch ( object.drawMode ) {
841

R
Rich Harris 已提交
842
					case TrianglesDrawMode:
B
Ben Adams 已提交
843 844 845
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
846
					case TriangleStripDrawMode:
B
Ben Adams 已提交
847 848 849
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
850
					case TriangleFanDrawMode:
B
Ben Adams 已提交
851 852 853 854
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
855

856
			}
857

858

859
		} else if ( object.isLine ) {
860

861
			var lineWidth = material.linewidth;
862

863
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
864

865
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
866

867
			if ( object.isLineSegments ) {
868

869
				renderer.setMode( _gl.LINES );
870

871 872 873 874
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

875
			} else {
876

877
				renderer.setMode( _gl.LINE_STRIP );
878 879

			}
M
Mr.doob 已提交
880

881
		} else if ( object.isPoints ) {
882 883

			renderer.setMode( _gl.POINTS );
884 885

		}
886

T
Takahiro 已提交
887
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
888 889 890

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
891
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
892

J
jfranc 已提交
893
			}
894 895 896

		} else {

M
Mr.doob 已提交
897
			renderer.render( drawStart, drawCount );
898

M
Mr.doob 已提交
899 900 901 902
		}

	};

903
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
904

M
Mr.doob 已提交
905
		var extension;
B
Ben Adams 已提交
906

T
Takahiro 已提交
907
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
908

M
Mr.doob 已提交
909
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
910

M
Mr.doob 已提交
911
			if ( extension === null ) {
B
Ben Adams 已提交
912

913
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
914
				return;
B
Ben Adams 已提交
915

M
Mr.doob 已提交
916 917 918
			}

		}
B
Ben Adams 已提交
919

920 921
		if ( startIndex === undefined ) startIndex = 0;

922 923
		state.initAttributes();

924
		var geometryAttributes = geometry.attributes;
925

926
		var programAttributes = program.getAttributes();
927

928
		var materialDefaultAttributeValues = material.defaultAttributeValues;
929

930
		for ( var name in programAttributes ) {
931

932
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
933

M
Mr.doob 已提交
934
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
935

936
				var geometryAttribute = geometryAttributes[ name ];
937

M
Mr.doob 已提交
938
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
939

940
					var normalized = geometryAttribute.normalized;
941
					var size = geometryAttribute.itemSize;
942

943
					var attributeProperties = attributes.get( geometryAttribute );
944

M
Mr.doob 已提交
945
					var buffer = attributeProperties.buffer;
946 947
					var type = attributeProperties.type;
					var bytesPerElement = attributeProperties.bytesPerElement;
948

A
aardgoose 已提交
949
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
950

M
Mr.doob 已提交
951 952 953 954
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
955
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
956

M
Mr.doob 已提交
957
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
958

M
Mr.doob 已提交
959
							if ( geometry.maxInstancedCount === undefined ) {
960

D
dubejf 已提交
961
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
962

M
Mr.doob 已提交
963
							}
B
Ben Adams 已提交
964

M
Mr.doob 已提交
965
						} else {
B
Ben Adams 已提交
966

M
Mr.doob 已提交
967
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
968

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

M
Mr.doob 已提交
971
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
972
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
973

M
Mr.doob 已提交
974
					} else {
B
Ben Adams 已提交
975

A
aardgoose 已提交
976
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
977

M
Mr.doob 已提交
978
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
979

M
Mr.doob 已提交
980
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
981

D
dubejf 已提交
982
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
983

M
Mr.doob 已提交
984
							}
B
Ben Adams 已提交
985

M
Mr.doob 已提交
986 987 988 989
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
992
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
993
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
994

B
Ben Adams 已提交
995
					}
M
Mr.doob 已提交
996

997 998
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
999
					var value = materialDefaultAttributeValues[ name ];
1000

1001
					if ( value !== undefined ) {
M
Mr.doob 已提交
1002

1003
						switch ( value.length ) {
M
Mr.doob 已提交
1004

1005 1006 1007
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1008

1009 1010 1011
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1012

1013 1014 1015
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1016

1017 1018
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1019 1020

						}
M
Mr.doob 已提交
1021 1022 1023 1024 1025 1026 1027 1028

					}

				}

			}

		}
1029

1030
		state.disableUnusedAttributes();
1031

M
Mr.doob 已提交
1032 1033
	}

M
Mr.doob 已提交
1034 1035
	// Sorting

1036
	function absNumericalSort( a, b ) {
1037

1038
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1039 1040 1041

	}

M
Mr.doob 已提交
1042
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1043

U
unconed 已提交
1044
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1045

U
unconed 已提交
1046
			return a.object.renderOrder - b.object.renderOrder;
1047

1048 1049 1050 1051
		} 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
1052
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1053

M
Mr.doob 已提交
1054
			return a.material.id - b.material.id;
1055 1056

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1057

M
Mr.doob 已提交
1058
			return a.z - b.z;
M
Mr.doob 已提交
1059 1060 1061

		} else {

1062
			return a.id - b.id;
M
Mr.doob 已提交
1063 1064 1065

		}

1066
	}
M
Mr.doob 已提交
1067

M
Mr.doob 已提交
1068
	function reversePainterSortStable( a, b ) {
1069

U
unconed 已提交
1070
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1071

U
unconed 已提交
1072
			return a.object.renderOrder - b.object.renderOrder;
1073 1074

		} if ( a.z !== b.z ) {
1075

M
Mr.doob 已提交
1076
			return b.z - a.z;
1077 1078 1079 1080 1081 1082 1083

		} else {

			return a.id - b.id;

		}

1084
	}
1085

M
Mr.doob 已提交
1086 1087 1088 1089
	// Rendering

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

1090
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1091

1092
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1093 1094 1095 1096 1097 1098
			return;

		}

		// reset caching for this frame

1099
		_currentGeometryProgram = '';
1100
		_currentMaterialId = - 1;
1101
		_currentCamera = null;
M
Mr.doob 已提交
1102 1103 1104

		// update scene graph

1105
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1106 1107 1108

		// update camera matrices and frustum

1109
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1110 1111 1112 1113 1114 1115

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1116
		lights.length = 0;
1117

M
Mr.doob 已提交
1118 1119
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1120

M
Mr.doob 已提交
1121 1122 1123
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1124
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1125
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1126

M
Mr.doob 已提交
1127
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1128

1129 1130 1131
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1132
		if ( _this.sortObjects === true ) {
1133 1134 1135

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1136

1137 1138
		}

M
Mr.doob 已提交
1139
		//
M
Mr.doob 已提交
1140

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

1143 1144
		setupShadows( lights );

M
Mr.doob 已提交
1145
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1146

1147 1148
		setupLights( lights, camera );

T
tschw 已提交
1149
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1150

M
Mr.doob 已提交
1151 1152
		//

1153 1154 1155 1156
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1157

1158 1159 1160 1161 1162 1163
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1164 1165
		this.setRenderTarget( renderTarget );

M
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1166 1167 1168 1169 1170 1171
		//

		var background = scene.background;

		if ( background === null ) {

1172
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1173

T
Takahiro 已提交
1174
		} else if ( background && background.isColor ) {
1175

1176
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1177
			forceClear = true;
1178 1179 1180 1181 1182 1183 1184 1185 1186

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1187
		if ( background && background.isCubeTexture ) {
M
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1188

M
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1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

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

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
M
Mr.doob 已提交
1212 1213 1214


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
Mr.doob 已提交
1215
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1216

1217 1218
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1219
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1220

T
Takahiro 已提交
1221
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1222

M
Mr.doob 已提交
1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233
			if ( backgroundPlaneCamera === undefined ) {

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

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

			}

M
Mr.doob 已提交
1234 1235
			backgroundPlaneMesh.material.map = background;

1236 1237
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1238
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1239

M
Mr.doob 已提交
1240 1241
		}

1242
		//
M
Mr.doob 已提交
1243 1244 1245

		if ( scene.overrideMaterial ) {

1246
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1247

1248 1249
			renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			renderObjects( transparentObjects, scene, camera, overrideMaterial );
1250

M
Mr.doob 已提交
1251 1252 1253 1254
		} else {

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

R
Rich Harris 已提交
1255
			state.setBlending( NoBlending );
1256
			renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1257 1258 1259

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

1260
			renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1261 1262 1263 1264 1265

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1266
		spritePlugin.render( scene, camera );
1267
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1268 1269 1270

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

M
Mr.doob 已提交
1271 1272
		if ( renderTarget ) {

1273
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1274 1275 1276

		}

1277
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1278

M
Mr.doob 已提交
1279 1280
		state.setDepthTest( true );
		state.setDepthWrite( true );
1281
		state.setColorWrite( true );
M
Mr.doob 已提交
1282 1283 1284 1285

		// _gl.finish();

	};
M
Mr.doob 已提交
1286

M
Mr.doob 已提交
1287 1288
	function pushRenderItem( object, geometry, material, z, group ) {

1289
		var array, index;
M
Mr.doob 已提交
1290

1291
		// allocate the next position in the appropriate array
M
Mr.doob 已提交
1292 1293 1294

		if ( material.transparent ) {

1295 1296
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
Mr.doob 已提交
1297 1298 1299

		} else {

1300 1301 1302 1303 1304
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1305 1306
		// recycle existing render item or grow the array

1307 1308
		var renderItem = array[ index ];

M
Mr.doob 已提交
1309
		if ( renderItem ) {
1310 1311 1312 1313 1314 1315 1316

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
Mr.doob 已提交
1317 1318 1319

		} else {

1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
Mr.doob 已提交
1331 1332 1333 1334 1335

		}

	}

1336
	/*
M
Mr.doob 已提交
1337 1338
	// TODO Duplicated code (Frustum)

1339 1340
	var _sphere = new Sphere();

T
tschw 已提交
1341 1342 1343 1344 1345 1346 1347
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1348
		_sphere.copy( geometry.boundingSphere ).
1349
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365

		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
1366 1367

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1368 1369 1370 1371

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1384
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1385 1386 1387 1388

		return true;

	}
1389
	*/
T
tschw 已提交
1390

M
Mr.doob 已提交
1391
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1392

M
Mr.doob 已提交
1393
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1394

M
Mr.doob 已提交
1395
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1396

1397 1398 1399
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1400

1401
				lights.push( object );
M
Mr.doob 已提交
1402

1403
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1404

1405
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1406 1407 1408 1409

					sprites.push( object );

				}
M
Mr.doob 已提交
1410

1411
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1412

1413
				lensFlares.push( object );
M
Mr.doob 已提交
1414

1415
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1416

M
Mr.doob 已提交
1417
				if ( sortObjects ) {
M
Mr.doob 已提交
1418

M
Mr.doob 已提交
1419
					_vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1420

1421
				}
1422

1423
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1424

1425
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1426

1427
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1428

1429
					object.skeleton.update();
1430

1431
				}
1432

1433
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1434

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

M
Mr.doob 已提交
1437
						_vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
1438

M
Mr.doob 已提交
1439
					}
1440

M
Mr.doob 已提交
1441 1442
					var geometry = objects.update( object );
					var material = object.material;
1443

M
Mr.doob 已提交
1444
					if ( Array.isArray( material ) ) {
1445

M
Mr.doob 已提交
1446
						var groups = geometry.groups;
1447

M
Mr.doob 已提交
1448
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
1449

M
Mr.doob 已提交
1450 1451
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
M
Mr.doob 已提交
1452

M
Mr.doob 已提交
1453
							if ( groupMaterial && groupMaterial.visible ) {
1454

M
Mr.doob 已提交
1455
								pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
1456

M
Mr.doob 已提交
1457
							}
M
Mr.doob 已提交
1458

M
Mr.doob 已提交
1459
						}
M
Mr.doob 已提交
1460

M
Mr.doob 已提交
1461
					} else if ( material.visible ) {
1462

M
Mr.doob 已提交
1463
						pushRenderItem( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1464

1465
					}
M
Mr.doob 已提交
1466

1467
				}
M
Mr.doob 已提交
1468

1469
			}
M
Mr.doob 已提交
1470

M
Mr.doob 已提交
1471
		}
M
Mr.doob 已提交
1472

M
Mr.doob 已提交
1473
		var children = object.children;
M
Mr.doob 已提交
1474

M
Mr.doob 已提交
1475 1476
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1477
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1478

1479
		}
1480

1481
	}
M
Mr.doob 已提交
1482

1483
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1484

M
Mr.doob 已提交
1485
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1486

1487
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1488

1489
			var object = renderItem.object;
M
Mr.doob 已提交
1490 1491 1492
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1493

1494 1495
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1496

1497
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
1498

1499
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1500

M
Mr.doob 已提交
1501
				setMaterial( material );
M
Mr.doob 已提交
1502

1503
				var program = setProgram( camera, scene.fog, material, object );
M
Mr.doob 已提交
1504

M
Mr.doob 已提交
1505
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1506

M
Mr.doob 已提交
1507
				renderObjectImmediate( object, program, material );
1508

M
Mr.doob 已提交
1509
			} else {
M
Mr.doob 已提交
1510

1511
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1512

M
Mr.doob 已提交
1513
			}
M
Mr.doob 已提交
1514

1515
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1516 1517


1518
		}
M
Mr.doob 已提交
1519

1520
	}
G
gero3 已提交
1521

1522
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1523

1524
		var materialProperties = properties.get( material );
G
gero3 已提交
1525

T
tschw 已提交
1526
		var parameters = programCache.getParameters(
1527
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1528

G
gero3 已提交
1529
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1530

1531
		var program = materialProperties.program;
T
tschw 已提交
1532
		var programChange = true;
1533

1534
		if ( program === undefined ) {
B
Ben Adams 已提交
1535

M
Mr.doob 已提交
1536 1537
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1538

1539
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1540

M
Mr.doob 已提交
1541
			// changed glsl or parameters
1542
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1543

G
gero3 已提交
1544
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1545

T
tschw 已提交
1546
			// same glsl and uniform list
T
tschw 已提交
1547 1548
			return;

T
tschw 已提交
1549
		} else {
B
Ben Adams 已提交
1550

T
tschw 已提交
1551 1552
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1553 1554 1555

		}

1556
		if ( programChange ) {
B
Ben Adams 已提交
1557

1558
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1559

R
Rich Harris 已提交
1560
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1561

1562 1563
				materialProperties.__webglShader = {
					name: material.type,
1564
					uniforms: UniformsUtils.clone( shader.uniforms ),
1565 1566 1567
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1568

1569
			} else {
B
Ben Adams 已提交
1570

1571 1572 1573 1574 1575 1576
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1577

1578
			}
G
gero3 已提交
1579

1580
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1581

1582
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1583

1584 1585
			materialProperties.program = program;
			material.program = program;
1586 1587 1588

		}

1589
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1590 1591 1592 1593 1594

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1595
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1596

1597
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

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

1613
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1614 1615 1616 1617 1618 1619 1620 1621 1622

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1623 1624
		var uniforms = materialProperties.__webglShader.uniforms;

1625
		if ( ! material.isShaderMaterial &&
1626 1627
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1628

T
tschw 已提交
1629
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1630
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1631
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1632 1633 1634

		}

1635
		materialProperties.fog = fog;
1636

1637
		// store the light setup it was created for
1638

1639
		materialProperties.lightsHash = _lights.hash;
1640

M
Mr.doob 已提交
1641
		if ( material.lights ) {
1642 1643 1644 1645 1646 1647

			// 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;
1648
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1649
			uniforms.pointLights.value = _lights.point;
1650 1651
			uniforms.hemisphereLights.value = _lights.hemi;

1652 1653 1654 1655 1656 1657
			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;
1658
			// TODO (abelnation): add area lights shadow info to uniforms
1659

1660 1661
		}

T
tschw 已提交
1662 1663
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1664
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1665

T
tschw 已提交
1666
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1667

M
Mr.doob 已提交
1668
	}
M
Mr.doob 已提交
1669

1670 1671
	function setMaterial( material ) {

M
Mr.doob 已提交
1672 1673 1674
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1675

R
Rich Harris 已提交
1676
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1677

M
Mr.doob 已提交
1678 1679 1680
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1681

B
Ben Adams 已提交
1682
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1683 1684
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1685
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1686
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1687 1688 1689

	}

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

		_usedTextureUnits = 0;

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

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

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

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

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
T
tschw 已提交
1707
				_clipping.setState(
1708 1709
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1710 1711 1712 1713 1714

			}

		}

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

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

1719
				material.needsUpdate = true;
1720

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

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

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

1727
				material.needsUpdate = true;
1728

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

				material.needsUpdate = true;

1735
			}
1736 1737 1738 1739

		}

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

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

		}

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

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

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

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

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

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1768

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

		}

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

T
tschw 已提交
1775
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1776

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

T
tschw 已提交
1779
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1780
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1781 1782 1783 1784

			}


1785 1786 1787 1788 1789 1790 1791 1792 1793
			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
1794
				refreshLights = true;		// remains set until update done
1795 1796

			}
M
Mr.doob 已提交
1797

1798 1799 1800
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1801
			if ( material.isShaderMaterial ||
1802 1803 1804
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1805

T
tschw 已提交
1806 1807 1808
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1809

T
tschw 已提交
1810
					uCamPos.setValue( _gl,
1811
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1812 1813 1814 1815 1816

				}

			}

1817
			if ( material.isMeshPhongMaterial ||
1818 1819 1820 1821
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1822
				object.isSkinnedMesh ) {
1823

T
tschw 已提交
1824
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1825 1826 1827

			}

T
tschw 已提交
1828 1829
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1830

M
Mr.doob 已提交
1831 1832 1833 1834 1835 1836
		}

		// 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

1837
		if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1838

T
tschw 已提交
1839 1840
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1841

T
tschw 已提交
1842
			var skeleton = object.skeleton;
1843

T
tschw 已提交
1844
			if ( skeleton ) {
1845

1846
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1847

T
tschw 已提交
1848
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
1849
					p_uniforms.set( _gl, skeleton, 'boneTextureSize' );
M
Mr.doob 已提交
1850

T
tschw 已提交
1851
				} else {
M
Mr.doob 已提交
1852

T
tschw 已提交
1853
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1854 1855 1856 1857 1858 1859 1860 1861 1862

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1863
			if ( material.lights ) {
M
Mr.doob 已提交
1864

1865
				// the current material requires lighting info
M
Mr.doob 已提交
1866

T
tschw 已提交
1867 1868 1869 1870 1871 1872
				// 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
1873

T
tschw 已提交
1874
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1875

T
tschw 已提交
1876
			}
G
gero3 已提交
1877

T
tschw 已提交
1878
			// refresh uniforms common to several materials
G
gero3 已提交
1879

T
tschw 已提交
1880
			if ( fog && material.fog ) {
G
gero3 已提交
1881

T
tschw 已提交
1882
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1883 1884 1885

			}

1886
			if ( material.isMeshBasicMaterial ||
1887 1888 1889
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1890
				material.isMeshNormalMaterial ||
1891
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1892 1893 1894 1895 1896 1897 1898

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1899
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1900 1901 1902

				refreshUniformsLine( m_uniforms, material );

1903
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1904 1905 1906 1907

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

1908
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1909

M
Mr.doob 已提交
1910
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1911

1912
			} else if ( material.isMeshLambertMaterial ) {
1913 1914 1915

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1916 1917 1918 1919
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1920 1921 1922 1923
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1924
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1925 1926 1927

				refreshUniformsPhysical( m_uniforms, material );

1928
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1929

1930
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1931

1932
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1933

1934 1935 1936 1937 1938 1939 1940 1941
				if ( material.displacementMap ) {

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

				}

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

1944
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1945 1946 1947

			}

M
Mr.doob 已提交
1948 1949 1950 1951 1952 1953
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
Rich Harris 已提交
1954
			WebGLUniforms.upload(
1955
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1956 1957 1958

		}

M
Mr.doob 已提交
1959

T
tschw 已提交
1960
		// common matrices
M
Mr.doob 已提交
1961

T
tschw 已提交
1962 1963 1964
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1965

T
tschw 已提交
1966
		return program;
A
arose 已提交
1967 1968 1969

	}

M
Mr.doob 已提交
1970 1971
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1972
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1973 1974 1975

		uniforms.opacity.value = material.opacity;

1976
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1977

1978
		if ( material.emissive ) {
M
Mr.doob 已提交
1979

1980
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1981 1982 1983

		}

1984 1985 1986
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1987

1988 1989 1990 1991 1992 1993 1994
		if ( material.lightMap ) {

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

		}

1995
		if ( material.aoMap ) {
1996

1997 1998
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1999 2000 2001

		}

M
Mr.doob 已提交
2002
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2003 2004 2005 2006 2007
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2008
		// 6. emissive map
M
Mr.doob 已提交
2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2020 2021 2022 2023
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2024 2025 2026 2027 2028 2029 2030 2031
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2032 2033 2034 2035 2036 2037 2038 2039
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2040 2041 2042 2043
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2044 2045 2046 2047
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2048 2049 2050 2051
		}

		if ( uvScaleMap !== undefined ) {

2052
			// backwards compatibility
2053
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2054 2055 2056 2057 2058

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2059 2060 2061 2062 2063 2064 2065 2066
			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;
2067 2068 2069 2070 2071

		// 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
2072
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2073

2074
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2075 2076
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2077
	}
M
Mr.doob 已提交
2078

M
Mr.doob 已提交
2079
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2080 2081 2082 2083

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

M
Mr.doob 已提交
2084
	}
M
Mr.doob 已提交
2085

M
Mr.doob 已提交
2086
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2087 2088 2089 2090 2091

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

M
Mr.doob 已提交
2092
	}
M
Mr.doob 已提交
2093

M
Mr.doob 已提交
2094
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2095

2096
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2097
		uniforms.opacity.value = material.opacity;
2098
		uniforms.size.value = material.size * _pixelRatio;
2099
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2100 2101 2102

		uniforms.map.value = material.map;

2103 2104 2105 2106 2107 2108 2109 2110 2111
		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
2112
	}
M
Mr.doob 已提交
2113

M
Mr.doob 已提交
2114
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2115 2116 2117

		uniforms.fogColor.value = fog.color;

2118
		if ( fog.isFog ) {
M
Mr.doob 已提交
2119 2120 2121 2122

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

2123
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2124 2125 2126 2127 2128

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2129
	}
M
Mr.doob 已提交
2130

M
Mr.doob 已提交
2131
	function refreshUniformsLambert( uniforms, material ) {
2132 2133 2134 2135 2136 2137 2138 2139 2140

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2141
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2142

2143
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2144
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2145

2146
		if ( material.emissiveMap ) {
2147

2148
			uniforms.emissiveMap.value = material.emissiveMap;
2149

2150
		}
M
Mr.doob 已提交
2151

2152 2153 2154 2155
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2156

2157
		}
M
Mr.doob 已提交
2158

2159 2160 2161 2162 2163 2164
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2165

2166 2167 2168 2169 2170
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2171

2172
		}
2173

T
Takahiro 已提交
2174 2175 2176 2177 2178 2179
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2180
		if ( material.gradientMap ) {
T
Takahiro 已提交
2181

T
Takahiro 已提交
2182
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2183 2184 2185

		}

2186 2187
	}

M
Mr.doob 已提交
2188
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241

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

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2242
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2243

2244 2245 2246
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2247 2248 2249 2250
		refreshUniformsStandard( uniforms, material );

	}

2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

2277 2278
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2279
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2280

M
Mr.doob 已提交
2281
		uniforms.ambientLightColor.needsUpdate = value;
2282

B
Ben Houston 已提交
2283 2284 2285
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2286
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2287
		uniforms.hemisphereLights.needsUpdate = value;
2288

M
Mr.doob 已提交
2289
	}
2290

T
tschw 已提交
2291
	// Lighting
M
Mr.doob 已提交
2292

M
Mr.doob 已提交
2293
	function setupShadows( lights ) {
2294 2295 2296 2297 2298 2299 2300 2301 2302

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

M
Mr.doob 已提交
2303 2304
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2305 2306 2307 2308 2309 2310 2311 2312 2313

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2314
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2315

M
Mr.doob 已提交
2316
		var l, ll, light, shadow,
2317 2318 2319 2320 2321
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2322

2323
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2324

M
Mr.doob 已提交
2325 2326 2327 2328 2329
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2330 2331 2332 2333 2334 2335 2336 2337 2338

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

			light = lights[ l ];

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

2339
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2340

2341
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2342

2343 2344 2345
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2346

2347
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2348

M
Mr.doob 已提交
2349
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2350

2351
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2352
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2353
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2354 2355 2356
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2357
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2358

2359
				if ( light.castShadow ) {
M
Mr.doob 已提交
2360

M
Mr.doob 已提交
2361 2362 2363 2364 2365
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2366

2367 2368
				}

2369
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2370
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2371 2372 2373
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2374

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

M
Mr.doob 已提交
2377
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2378 2379 2380

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2381

M
Mr.doob 已提交
2382 2383 2384 2385 2386 2387 2388 2389
				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 );

2390 2391
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2392
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2393

2394
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2395

2396 2397
				if ( light.castShadow ) {

M
Mr.doob 已提交
2398 2399 2400 2401 2402
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2403

2404 2405
				}

2406
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2407
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2408 2409 2410
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2411

2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

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

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

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

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

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

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

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

M
Mr.doob 已提交
2442 2443 2444
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2445

2446
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2447

M
Mr.doob 已提交
2448
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2449

M
Mr.doob 已提交
2450 2451
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2452

M
Mr.doob 已提交
2453 2454
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2455 2456
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2457
				uniforms.shadow = light.castShadow;
2458

M
Mr.doob 已提交
2459
				if ( light.castShadow ) {
2460

M
Mr.doob 已提交
2461 2462 2463 2464 2465
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2466 2467

				}
2468

2469
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2470

2471 2472
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2473
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2474

2475 2476
				}

2477 2478 2479 2480 2481
				// 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
2482 2483 2484
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2485

2486
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2487

M
Mr.doob 已提交
2488
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2489 2490 2491 2492

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2493

M
Mr.doob 已提交
2494 2495
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2496

M
Mr.doob 已提交
2497 2498 2499
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2500 2501 2502 2503 2504

			}

		}

M
Mr.doob 已提交
2505 2506 2507
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2508

M
Mr.doob 已提交
2509 2510
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2511
		_lights.rectArea.length = rectAreaLength;
2512
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2513
		_lights.hemi.length = hemiLength;
2514

2515 2516
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2517

M
Mr.doob 已提交
2518
	}
M
Mr.doob 已提交
2519 2520 2521 2522 2523

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2524
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2525
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2526 2527 2528 2529 2530

	};

	// Textures

T
tschw 已提交
2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546
	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;

	}

2547
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2548

2549
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2550
	this.setTexture2D = ( function () {
T
tschw 已提交
2551

2552
		var warned = false;
T
tschw 已提交
2553

2554
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2555
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2556

T
Takahiro 已提交
2557
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2558

2559
				if ( ! warned ) {
T
tschw 已提交
2560

2561 2562
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2563

2564
				}
T
tschw 已提交
2565

2566
				texture = texture.texture;
T
tschw 已提交
2567

2568
			}
T
tschw 已提交
2569

2570
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2571

2572
		};
T
tschw 已提交
2573

2574
	}() );
T
tschw 已提交
2575

M
Mr.doob 已提交
2576
	this.setTexture = ( function () {
2577 2578 2579

		var warned = false;

W
WestLangley 已提交
2580
		return function setTexture( texture, slot ) {
2581 2582 2583 2584 2585 2586 2587 2588

			if ( ! warned ) {

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

			}

2589
			textures.setTexture2D( texture, slot );
2590 2591 2592 2593 2594

		};

	}() );

M
Mr.doob 已提交
2595
	this.setTextureCube = ( function () {
2596 2597 2598

		var warned = false;

W
WestLangley 已提交
2599
		return function setTextureCube( texture, slot ) {
2600 2601

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2602
			if ( texture && texture.isWebGLRenderTargetCube ) {
2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616

				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
2617
			if ( ( texture && texture.isCubeTexture ) ||
2618
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2619 2620 2621 2622

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2623
				textures.setTextureCube( texture, slot );
2624 2625 2626 2627 2628

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2629
				textures.setTextureCubeDynamic( texture, slot );
2630 2631 2632 2633 2634 2635

			}

		};

	}() );
T
tschw 已提交
2636

M
Mr.doob 已提交
2637
	this.getCurrentRenderTarget = function () {
2638 2639 2640

		return _currentRenderTarget;

M
Michael Herzog 已提交
2641
	};
2642

2643
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2644

2645 2646
		_currentRenderTarget = renderTarget;

2647
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2648

2649
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2650 2651 2652

		}

T
Takahiro 已提交
2653
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2654
		var framebuffer;
M
Mr.doob 已提交
2655 2656 2657

		if ( renderTarget ) {

2658
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2659

M
Mr.doob 已提交
2660 2661
			if ( isCube ) {

2662
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2663 2664 2665

			} else {

2666
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2667 2668 2669

			}

2670 2671
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2672

2673
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2674 2675 2676 2677 2678

		} else {

			framebuffer = null;

2679
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2680
			_currentScissorTest = _scissorTest;
2681

2682
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2683 2684 2685

		}

M
Mr.doob 已提交
2686
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2687 2688 2689 2690 2691 2692

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

		}

2693 2694
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2695

2696
		state.viewport( _currentViewport );
2697

M
Mr.doob 已提交
2698 2699 2700
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2701
			_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
2702 2703 2704

		}

M
Mr.doob 已提交
2705 2706
	};

M
Mr.doob 已提交
2707
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2708

T
Takahiro 已提交
2709
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2710

2711
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2712
			return;
2713

G
gero3 已提交
2714
		}
2715

M
Mr.doob 已提交
2716
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2717

M
Mr.doob 已提交
2718
		if ( framebuffer ) {
2719

G
gero3 已提交
2720
			var restore = false;
2721

M
Mr.doob 已提交
2722
			if ( framebuffer !== _currentFramebuffer ) {
2723

M
Mr.doob 已提交
2724
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2725

G
gero3 已提交
2726
				restore = true;
2727

G
gero3 已提交
2728
			}
2729

M
Mr.doob 已提交
2730
			try {
2731

M
Mr.doob 已提交
2732
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2733 2734
				var textureFormat = texture.format;
				var textureType = texture.type;
2735

M
Mr.doob 已提交
2736
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2737

M
Mr.doob 已提交
2738 2739
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2740

M
Mr.doob 已提交
2741
				}
2742

M
Mr.doob 已提交
2743
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2744 2745
					! ( 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' ) ) ) {
2746

M
Mr.doob 已提交
2747 2748
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2749

M
Mr.doob 已提交
2750
				}
2751

M
Mr.doob 已提交
2752
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2753

2754 2755
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2756
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2757

M
Mr.doob 已提交
2758
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2759 2760

					}
2761

M
Mr.doob 已提交
2762
				} else {
M
Mr.doob 已提交
2763

M
Mr.doob 已提交
2764 2765 2766
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2767

M
Mr.doob 已提交
2768
			} finally {
M
Mr.doob 已提交
2769

M
Mr.doob 已提交
2770 2771 2772
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2773

M
Mr.doob 已提交
2774 2775 2776
				}

			}
M
Mr.doob 已提交
2777 2778 2779

		}

M
Mr.doob 已提交
2780 2781
	};

M
Mr.doob 已提交
2782 2783
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2784
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2785

2786 2787
		var extension;

R
Rich Harris 已提交
2788 2789 2790
		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
2791

R
Rich Harris 已提交
2792 2793 2794
		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
2795

R
Rich Harris 已提交
2796 2797 2798
		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
2799

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		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
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		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
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		if ( p === HalfFloatType ) {
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			extension = extensions.get( 'OES_texture_half_float' );
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			if ( extension !== null ) return extension.HALF_FLOAT_OES;
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		}

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

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

			}
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		}

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		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2862
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
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			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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			if ( extension !== null ) {

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

			}
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		}

2877
		if ( p === RGB_ETC1_Format ) {
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2879
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
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2881
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
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		}

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		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
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			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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		if ( p === UnsignedInt248Type ) {
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			extension = extensions.get( 'WEBGL_depth_texture' );
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			if ( extension !== null ) 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 };