WebGLRenderer.js 65.7 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';
import { UniformsUtils } from './shaders/UniformsUtils';
import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxBufferGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneBufferGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
import { WebGLLights } from './webgl/WebGLLights';
import { WebGLPrograms } from './webgl/WebGLPrograms';
import { WebGLObjects } from './webgl/WebGLObjects';
import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
import { Sphere } from '../math/Sphere';
import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
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	_context = parameters.context !== undefined ? parameters.context : null,
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	_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
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	_depth = parameters.depth !== undefined ? parameters.depth : true,
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	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
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	var lights = [];
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	var opaqueObjects = [];
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	var opaqueObjectsLastIndex = - 1;
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	var transparentObjects = [];
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	var transparentObjectsLastIndex = - 1;
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	var morphInfluences = new Float32Array( 8 );

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

	// internal state cache

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

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	_currentScissor = new Vector4(),
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	_currentScissorTest = null,

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	_currentViewport = new Vector4(),
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	//

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	_usedTextureUnits = 0,

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	//

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	_clearColor = new Color( 0x000000 ),
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	_clearAlpha = 0,

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

	_pixelRatio = 1,

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	_scissor = new Vector4( 0, 0, _width, _height ),
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	_scissorTest = false,

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	_viewport = new Vector4( 0, 0, _width, _height ),
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	// frustum

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	_frustum = new Frustum(),
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	// clipping

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	_clipping = new WebGLClipping(),
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	_clippingEnabled = false,
	_localClippingEnabled = false,

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	_sphere = new Sphere(),
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	// camera matrices cache
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	_projScreenMatrix = new Matrix4(),
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	_vector3 = new Vector3(),
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	// light arrays cache

	_lights = {

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		hash: '',

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

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		shadows: []
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	},

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	// info

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	_infoRender = {
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		calls: 0,
		vertices: 0,
		faces: 0,
		points: 0

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	};

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	this.info = {
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		render: _infoRender,
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		memory: {

			geometries: 0,
			textures: 0

		},
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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	var backgroundCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
	var backgroundCamera2 = new PerspectiveCamera();
	var backgroundPlaneMesh = new Mesh(
		new PlaneBufferGeometry( 2, 2 ),
		new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
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	);
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	var backgroundBoxShader = ShaderLib[ 'cube' ];
	var backgroundBoxMesh = new Mesh(
		new BoxBufferGeometry( 5, 5, 5 ),
		new ShaderMaterial( {
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			uniforms: backgroundBoxShader.uniforms,
			vertexShader: backgroundBoxShader.vertexShader,
			fragmentShader: backgroundBoxShader.fragmentShader,
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			side: BackSide,
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			depthTest: false,
			depthWrite: false,
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			fog: false
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		} )
	);

	//

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	function getTargetPixelRatio() {

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

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	function glClearColor( r, g, b, a ) {
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		if ( _premultipliedAlpha === true ) {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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	this.setClearAlpha = function ( alpha ) {
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		_clearAlpha = alpha;
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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	};

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function() {

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		transparentObjects = [];
		transparentObjectsLastIndex = -1;
		opaqueObjects = [];
		opaqueObjectsLastIndex = -1;

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

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

		properties.delete( material );

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

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

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	}
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	// Buffer rendering

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

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

619
		var attributes = program.getAttributes();
620

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

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

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

		}

		if ( object.hasNormals ) {

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

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

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

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

643 644 645
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
646

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

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

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

				}

			}

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

665
			state.enableAttribute( attributes.normal );
666

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

		}

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

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

676
			state.enableAttribute( attributes.uv );
677

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

		}

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

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

687
			state.enableAttribute( attributes.color );
688

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

		}

693
		state.disableUnusedAttributes();
694

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

		object.count = 0;

	};

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

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

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

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

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

			var activeInfluences = [];

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

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

			}

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

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

740 741
			var morphAttributes = geometry.morphAttributes;

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

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

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

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

751 752
					if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
					if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
M
Mr.doob 已提交
753 754 755

				} else {

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

				}

			}

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

				morphInfluences[ i ] = 0.0;

			}

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

			updateBuffers = true;

		}

776 777
		//

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

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

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

		}

789 790
		var renderer;

791
		if ( index !== null ) {
792

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

796
		} else {
797

798
			renderer = bufferRenderer;
799

800
		}
M
Mr.doob 已提交
801

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

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

806
			if ( index !== null ) {
807

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

			}

812
		}
813

814 815
		//

816
		var dataCount = 0;
817

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

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

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

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

M
Mr.doob 已提交
826
		}
827

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

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

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

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

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

M
Mr.doob 已提交
841
		//
842

843
		if ( object.isMesh ) {
844

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

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

850
			} else {
M
Mr.doob 已提交
851 852

				switch ( object.drawMode ) {
853

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

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

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

				}
867

868
			}
869

870

871
		} else if ( object.isLine ) {
872

873
			var lineWidth = material.linewidth;
874

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

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

879
			if ( object.isLineSegments ) {
880

881
				renderer.setMode( _gl.LINES );
882

883
			} else {
884

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

			}
M
Mr.doob 已提交
888

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

			renderer.setMode( _gl.POINTS );
892 893

		}
894

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

			if ( geometry.maxInstancedCount > 0 ) {

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

J
jfranc 已提交
901
			}
902 903 904

		} else {

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

M
Mr.doob 已提交
907 908 909 910
		}

	};

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

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

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

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

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

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

M
Mr.doob 已提交
924 925 926
			}

		}
B
Ben Adams 已提交
927

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

930 931
		state.initAttributes();

932
		var geometryAttributes = geometry.attributes;
933

934
		var programAttributes = program.getAttributes();
935

936
		var materialDefaultAttributeValues = material.defaultAttributeValues;
937

938
		for ( var name in programAttributes ) {
939

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

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

944
				var geometryAttribute = geometryAttributes[ name ];
945

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

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

952 953
					if ( array instanceof Float32Array ) {

954
						type = _gl.FLOAT;
955 956 957

					} else if ( array instanceof Float64Array ) {

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

					} else if ( array instanceof Uint16Array ) {

962 963
						type = _gl.UNSIGNED_SHORT;

964 965
					} else if ( array instanceof Int16Array ) {

966
						type = _gl.SHORT;
967 968 969

					} else if ( array instanceof Uint32Array ) {

970
						type = _gl.UNSIGNED_INT;
971 972 973

					} else if ( array instanceof Int32Array ) {

974
						type = _gl.INT;
975 976 977

					} else if ( array instanceof Int8Array ) {

978
						type = _gl.BYTE;
979 980 981

					} else if ( array instanceof Uint8Array ) {

982
						type = _gl.UNSIGNED_BYTE;
983 984

					}
985

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

							state.enableAttribute( programAttribute );

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

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

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

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

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

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

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

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

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

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

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

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

					}

				}

			}

		}
1069

1070
		state.disableUnusedAttributes();
1071

M
Mr.doob 已提交
1072 1073
	}

M
Mr.doob 已提交
1074 1075
	// Sorting

1076
	function absNumericalSort( a, b ) {
1077

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

	}

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

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

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

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

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

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

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

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

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

		} else {

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

		}

1106
	}
M
Mr.doob 已提交
1107

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

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

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

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

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

		} else {

			return a.id - b.id;

		}

1124
	}
1125

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

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

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

1132
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1133 1134 1135 1136 1137 1138
			return;

		}

		// reset caching for this frame

1139
		_currentGeometryProgram = '';
1140
		_currentMaterialId = - 1;
1141
		_currentCamera = null;
M
Mr.doob 已提交
1142 1143 1144

		// update scene graph

1145
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1146 1147 1148

		// update camera matrices and frustum

1149
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1150 1151 1152 1153 1154 1155

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1156
		lights.length = 0;
1157

M
Mr.doob 已提交
1158 1159
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1160

M
Mr.doob 已提交
1161 1162 1163
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1164
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1165
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1166

1167
		projectObject( scene, camera );
M
Mr.doob 已提交
1168

1169 1170 1171
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1172
		if ( _this.sortObjects === true ) {
1173 1174 1175

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1176

1177 1178
		}

M
Mr.doob 已提交
1179
		//
M
Mr.doob 已提交
1180

T
tschw 已提交
1181
		if ( _clippingEnabled ) _clipping.beginShadows();
T
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1182

1183 1184
		setupShadows( lights );

M
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1185
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1186

1187 1188
		setupLights( lights, camera );

T
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1189
		if ( _clippingEnabled ) _clipping.endShadows();
T
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1190

M
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1191 1192
		//

1193 1194 1195 1196
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1197

1198 1199 1200 1201 1202 1203
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1204 1205
		this.setRenderTarget( renderTarget );

M
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1206 1207 1208 1209 1210 1211 1212 1213
		//

		var background = scene.background;

		if ( background === null ) {

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

T
Takahiro 已提交
1214
		} else if ( background && background.isColor ) {
1215 1216

			glClearColor( background.r, background.g, background.b, 1 );
1217
			forceClear = true;
1218 1219 1220 1221 1222 1223 1224 1225 1226

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1227
		if ( background && background.isCubeTexture ) {
M
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1228

1229
			backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
M
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1230 1231 1232 1233 1234 1235 1236

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

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

1237 1238
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1239 1240
			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

T
Takahiro 已提交
1241
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1242 1243 1244

			backgroundPlaneMesh.material.map = background;

1245 1246
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1247 1248
			_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

M
Mr.doob 已提交
1249 1250
		}

1251
		//
M
Mr.doob 已提交
1252 1253 1254

		if ( scene.overrideMaterial ) {

1255
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1256

1257 1258
			renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			renderObjects( transparentObjects, scene, camera, overrideMaterial );
1259

M
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1260 1261 1262 1263
		} else {

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

R
Rich Harris 已提交
1264
			state.setBlending( NoBlending );
1265
			renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1266 1267 1268

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

1269
			renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1270 1271 1272 1273 1274

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1275
		spritePlugin.render( scene, camera );
1276
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1277 1278 1279

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

M
Mr.doob 已提交
1280 1281
		if ( renderTarget ) {

1282
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1283 1284 1285

		}

1286
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1287

M
Mr.doob 已提交
1288 1289
		state.setDepthTest( true );
		state.setDepthWrite( true );
1290
		state.setColorWrite( true );
M
Mr.doob 已提交
1291 1292 1293 1294

		// _gl.finish();

	};
M
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1295

M
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1296 1297
	function pushRenderItem( object, geometry, material, z, group ) {

1298
		var array, index;
M
Mr.doob 已提交
1299

1300
		// allocate the next position in the appropriate array
M
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1301 1302 1303

		if ( material.transparent ) {

1304 1305
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
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1306 1307 1308

		} else {

1309 1310 1311 1312 1313
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1314 1315
		// recycle existing render item or grow the array

1316 1317 1318 1319 1320 1321 1322 1323 1324 1325
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
Mr.doob 已提交
1326 1327 1328

		} else {

1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339
			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
1340 1341 1342 1343 1344

		}

	}

M
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1345 1346
	// TODO Duplicated code (Frustum)

T
tschw 已提交
1347 1348 1349 1350 1351 1352 1353
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371
		_sphere.copy( geometry.boundingSphere ).
			applyMatrix4( object.matrixWorld );

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

		_sphere.center.set( 0, 0, 0 );
		_sphere.radius = 0.7071067811865476;
		_sphere.applyMatrix4( sprite.matrixWorld );

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1372 1373

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1374 1375 1376 1377

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389

		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
1390
		} while ( ++ i !== numPlanes );
T
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1391 1392 1393 1394 1395

		return true;

	}

1396
	function projectObject( object, camera ) {
M
Mr.doob 已提交
1397

M
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1398
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1399

1400
		var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
M
Mr.doob 已提交
1401

1402 1403 1404
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1405

1406
				lights.push( object );
M
Mr.doob 已提交
1407

1408
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1409

M
Mr.doob 已提交
1410
				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
1411 1412 1413 1414

					sprites.push( object );

				}
M
Mr.doob 已提交
1415

1416
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1417

1418
				lensFlares.push( object );
M
Mr.doob 已提交
1419

1420
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1421

1422
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1423

1424 1425
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1426

1427
				}
1428

1429
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1430

1431
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1432

1433
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1434

1435
					object.skeleton.update();
1436

1437
				}
1438

T
tschw 已提交
1439
				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
1440

1441
					var material = object.material;
1442

1443
					if ( material.visible === true ) {
M
Mr.doob 已提交
1444

1445
						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1446

1447 1448 1449 1450
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
Mr.doob 已提交
1451

1452
						var geometry = objects.update( object );
M
Mr.doob 已提交
1453

1454
						if ( material.isMultiMaterial ) {
1455

1456 1457
							var groups = geometry.groups;
							var materials = material.materials;
1458

1459
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1460

1461 1462
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1463

1464
								if ( groupMaterial.visible === true ) {
1465

1466 1467 1468
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1469

M
Mr.doob 已提交
1470
							}
M
Mr.doob 已提交
1471

1472
						} else {
M
Mr.doob 已提交
1473

1474
							pushRenderItem( object, geometry, material, _vector3.z, null );
1475

1476
						}
O
OpenShift guest 已提交
1477

1478
					}
M
Mr.doob 已提交
1479

1480
				}
M
Mr.doob 已提交
1481

1482
			}
M
Mr.doob 已提交
1483

M
Mr.doob 已提交
1484
		}
M
Mr.doob 已提交
1485

M
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1486
		var children = object.children;
M
Mr.doob 已提交
1487

M
Mr.doob 已提交
1488 1489
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1490
			projectObject( children[ i ], camera );
M
Mr.doob 已提交
1491

1492
		}
1493

1494
	}
M
Mr.doob 已提交
1495

1496
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1497

M
Mr.doob 已提交
1498
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1499

1500
			var renderItem = renderList[ i ];
M
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1501

1502
			var object = renderItem.object;
M
Mr.doob 已提交
1503 1504 1505
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1506

1507 1508
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1509

1510
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
1511

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

M
Mr.doob 已提交
1514
				setMaterial( material );
M
Mr.doob 已提交
1515

1516
				var program = setProgram( camera, scene.fog, material, object );
M
Mr.doob 已提交
1517

M
Mr.doob 已提交
1518
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1519

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

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

M
Mr.doob 已提交
1524
				} );
1525

M
Mr.doob 已提交
1526
			} else {
M
Mr.doob 已提交
1527

1528
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1529

M
Mr.doob 已提交
1530
			}
M
Mr.doob 已提交
1531

1532
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1533 1534


1535
		}
M
Mr.doob 已提交
1536

1537
	}
G
gero3 已提交
1538

1539
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1540

1541
		var materialProperties = properties.get( material );
G
gero3 已提交
1542

T
tschw 已提交
1543
		var parameters = programCache.getParameters(
T
tschw 已提交
1544
				material, _lights, fog, _clipping.numPlanes, object );
T
tschw 已提交
1545

G
gero3 已提交
1546
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1547

1548
		var program = materialProperties.program;
T
tschw 已提交
1549
		var programChange = true;
1550

1551
		if ( program === undefined ) {
B
Ben Adams 已提交
1552

M
Mr.doob 已提交
1553 1554
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1555

1556
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1557

M
Mr.doob 已提交
1558
			// changed glsl or parameters
1559
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1560

G
gero3 已提交
1561
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1562

T
tschw 已提交
1563
			// same glsl and uniform list
T
tschw 已提交
1564 1565
			return;

T
tschw 已提交
1566
		} else {
B
Ben Adams 已提交
1567

T
tschw 已提交
1568 1569
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1570 1571 1572

		}

1573
		if ( programChange ) {
B
Ben Adams 已提交
1574

1575
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1576

R
Rich Harris 已提交
1577
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1578

1579 1580
				materialProperties.__webglShader = {
					name: material.type,
R
Rich Harris 已提交
1581
					uniforms: UniformsUtils.clone( shader.uniforms ),
1582 1583 1584
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1585

1586
			} else {
B
Ben Adams 已提交
1587

1588 1589 1590 1591 1592 1593
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1594

1595
			}
G
gero3 已提交
1596

1597
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1598

1599
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1600

1601 1602
			materialProperties.program = program;
			material.program = program;
1603 1604 1605

		}

1606
		var attributes = program.getAttributes();
M
Mr.doob 已提交
1607 1608 1609 1610 1611

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1612
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1613

M
Mr.doob 已提交
1614
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1628
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1629

M
Mr.doob 已提交
1630
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1631 1632 1633 1634 1635 1636 1637 1638 1639

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1640 1641
		var uniforms = materialProperties.__webglShader.uniforms;

1642
		if ( ! material.isShaderMaterial &&
1643
		     ! material.isRawShaderMaterial ||
1644
		       material.clipping === true ) {
T
tschw 已提交
1645

T
tschw 已提交
1646 1647
			materialProperties.numClippingPlanes = _clipping.numPlanes;
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1648 1649 1650

		}

1651
		materialProperties.fog = fog;
1652

1653
		// store the light setup it was created for
1654

1655
		materialProperties.lightsHash = _lights.hash;
1656

M
Mr.doob 已提交
1657
		if ( material.lights ) {
1658 1659 1660 1661 1662 1663

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

			uniforms.ambientLightColor.value = _lights.ambient;
			uniforms.directionalLights.value = _lights.directional;
			uniforms.spotLights.value = _lights.spot;
M
Mr.doob 已提交
1664
			uniforms.pointLights.value = _lights.point;
1665 1666
			uniforms.hemisphereLights.value = _lights.hemi;

1667 1668 1669 1670 1671 1672
			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;
1673

1674 1675
		}

T
tschw 已提交
1676 1677
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
R
Rich Harris 已提交
1678
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1679

T
tschw 已提交
1680
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1681

M
Mr.doob 已提交
1682
	}
M
Mr.doob 已提交
1683

1684 1685
	function setMaterial( material ) {

M
Mr.doob 已提交
1686 1687 1688
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1689

R
Rich Harris 已提交
1690
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1691

M
Mr.doob 已提交
1692 1693 1694
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1695

B
Ben Adams 已提交
1696
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1697 1698
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1699
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1700
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1701 1702 1703

	}

1704
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1705 1706 1707

		_usedTextureUnits = 0;

1708
		var materialProperties = properties.get( material );
1709

T
tschw 已提交
1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720
		if ( _clippingEnabled ) {

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

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

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
T
tschw 已提交
1721
				_clipping.setState(
T
tschw 已提交
1722 1723 1724 1725 1726 1727 1728
						material.clippingPlanes, material.clipShadows,
						camera, materialProperties, useCache );

			}

		}

1729
		if ( material.needsUpdate === false ) {
1730

1731
			if ( materialProperties.program === undefined ) {
1732

1733
				material.needsUpdate = true;
1734

1735
			} else if ( material.fog && materialProperties.fog !== fog ) {
1736

M
Mr.doob 已提交
1737
				material.needsUpdate = true;
1738

1739
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1740

1741
				material.needsUpdate = true;
1742

1743 1744 1745 1746 1747
			} else if ( materialProperties.numClippingPlanes !== undefined &&
				materialProperties.numClippingPlanes !== _clipping.numPlanes ) {

				material.needsUpdate = true;

1748
			}
1749 1750 1751 1752

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1753

1754
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1755 1756 1757 1758
			material.needsUpdate = false;

		}

1759
		var refreshProgram = false;
M
Mr.doob 已提交
1760
		var refreshMaterial = false;
1761
		var refreshLights = false;
M
Mr.doob 已提交
1762

1763
		var program = materialProperties.program,
1764
			p_uniforms = program.getUniforms(),
1765
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1766

1767
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1768

1769 1770
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1771

1772
			refreshProgram = true;
M
Mr.doob 已提交
1773
			refreshMaterial = true;
1774
			refreshLights = true;
M
Mr.doob 已提交
1775 1776 1777 1778 1779 1780

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1781

M
Mr.doob 已提交
1782 1783 1784 1785
			refreshMaterial = true;

		}

1786
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1787

T
tschw 已提交
1788
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1789

G
gero3 已提交
1790
			if ( capabilities.logarithmicDepthBuffer ) {
1791

T
tschw 已提交
1792 1793
				p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1794 1795 1796 1797

			}


1798 1799 1800 1801 1802 1803 1804 1805 1806
			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
1807
				refreshLights = true;		// remains set until update done
1808 1809

			}
M
Mr.doob 已提交
1810

1811 1812 1813
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1814 1815 1816 1817
			if ( material.isShaderMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.envMap ) {
1818

T
tschw 已提交
1819 1820 1821
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1822

T
tschw 已提交
1823 1824
					uCamPos.setValue( _gl,
							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1825 1826 1827 1828 1829

				}

			}

1830 1831 1832 1833 1834 1835
			if ( material.isMeshPhongMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshBasicMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isShaderMaterial ||
			     material.skinning ) {
1836

T
tschw 已提交
1837
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1838 1839 1840

			}

T
tschw 已提交
1841 1842
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1843

M
Mr.doob 已提交
1844 1845 1846 1847 1848 1849 1850 1851
		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

		if ( material.skinning ) {

T
tschw 已提交
1852 1853
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1854

T
tschw 已提交
1855
			var skeleton = object.skeleton;
1856

T
tschw 已提交
1857
			if ( skeleton ) {
1858

T
tschw 已提交
1859
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1860

T
tschw 已提交
1861 1862 1863
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
Mr.doob 已提交
1864

T
tschw 已提交
1865
				} else {
M
Mr.doob 已提交
1866

T
tschw 已提交
1867
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1868 1869 1870 1871 1872 1873 1874 1875 1876

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1877
			if ( material.lights ) {
M
Mr.doob 已提交
1878

1879
				// the current material requires lighting info
M
Mr.doob 已提交
1880

T
tschw 已提交
1881 1882 1883 1884 1885 1886
				// 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
1887

T
tschw 已提交
1888
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1889

T
tschw 已提交
1890
			}
G
gero3 已提交
1891

T
tschw 已提交
1892
			// refresh uniforms common to several materials
G
gero3 已提交
1893

T
tschw 已提交
1894
			if ( fog && material.fog ) {
G
gero3 已提交
1895

T
tschw 已提交
1896
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1897 1898 1899

			}

1900 1901 1902 1903 1904
			if ( material.isMeshBasicMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1905 1906 1907 1908 1909 1910 1911

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1912
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1913 1914 1915

				refreshUniformsLine( m_uniforms, material );

1916
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1917 1918 1919 1920

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

1921
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1922

M
Mr.doob 已提交
1923
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1924

1925
			} else if ( material.isMeshLambertMaterial ) {
1926 1927 1928

				refreshUniformsLambert( m_uniforms, material );

1929
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1930 1931 1932

				refreshUniformsPhong( m_uniforms, material );

1933
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1934 1935 1936

				refreshUniformsPhysical( m_uniforms, material );

1937
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1938

1939
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1940

1941
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1942

1943 1944 1945 1946 1947 1948 1949 1950
				if ( material.displacementMap ) {

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

				}

1951
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1952 1953 1954 1955 1956

				m_uniforms.opacity.value = material.opacity;

			}

R
Rich Harris 已提交
1957
			WebGLUniforms.upload(
T
tschw 已提交
1958
					_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1959 1960 1961

		}

M
Mr.doob 已提交
1962

T
tschw 已提交
1963
		// common matrices
M
Mr.doob 已提交
1964

T
tschw 已提交
1965 1966 1967
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1968

T
tschw 已提交
1969
		return program;
A
arose 已提交
1970 1971 1972

	}

M
Mr.doob 已提交
1973 1974
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1975
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1976 1977 1978

		uniforms.opacity.value = material.opacity;

1979
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1980

1981
		if ( material.emissive ) {
M
Mr.doob 已提交
1982

1983
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1984 1985 1986

		}

1987 1988 1989
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1990

1991
		if ( material.aoMap ) {
1992

1993 1994
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1995 1996 1997

		}

M
Mr.doob 已提交
1998
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1999 2000 2001 2002 2003
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2004
		// 6. emissive map
M
Mr.doob 已提交
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2016 2017 2018 2019
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2020 2021 2022 2023 2024 2025 2026 2027
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2028 2029 2030 2031 2032 2033 2034 2035
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2036 2037 2038 2039
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

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

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2044 2045 2046 2047
		}

		if ( uvScaleMap !== undefined ) {

2048
			// backwards compatibility
2049
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2050 2051 2052 2053 2054

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2055 2056 2057 2058 2059 2060 2061 2062
			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;
2063 2064 2065 2066 2067

		// 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
2068
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2069

2070
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2071 2072
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2073
	}
M
Mr.doob 已提交
2074

M
Mr.doob 已提交
2075
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2076 2077 2078 2079

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

M
Mr.doob 已提交
2080
	}
M
Mr.doob 已提交
2081

M
Mr.doob 已提交
2082
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2083 2084 2085 2086 2087

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

M
Mr.doob 已提交
2088
	}
M
Mr.doob 已提交
2089

M
Mr.doob 已提交
2090
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2091

2092
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2093
		uniforms.opacity.value = material.opacity;
2094
		uniforms.size.value = material.size * _pixelRatio;
2095
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2096 2097 2098

		uniforms.map.value = material.map;

2099 2100 2101 2102 2103 2104 2105 2106 2107
		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
2108
	}
M
Mr.doob 已提交
2109

M
Mr.doob 已提交
2110
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2111 2112 2113

		uniforms.fogColor.value = fog.color;

2114
		if ( fog.isFog ) {
M
Mr.doob 已提交
2115 2116 2117 2118

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

2119
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2120 2121 2122 2123 2124

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2125
	}
M
Mr.doob 已提交
2126

M
Mr.doob 已提交
2127
	function refreshUniformsLambert( uniforms, material ) {
2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2144
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2145

2146
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2147
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2148

2149 2150 2151 2152
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
2153

2154
		}
2155

2156
		if ( material.emissiveMap ) {
2157

2158
			uniforms.emissiveMap.value = material.emissiveMap;
2159

2160
		}
M
Mr.doob 已提交
2161

2162 2163 2164 2165
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2166

2167
		}
M
Mr.doob 已提交
2168

2169 2170 2171 2172 2173 2174
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2175

2176 2177 2178 2179 2180
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2181

2182
		}
2183 2184 2185

	}

M
Mr.doob 已提交
2186
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246

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

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2247
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2248

2249 2250 2251
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2252 2253 2254 2255
		refreshUniformsStandard( uniforms, material );

	}

2256 2257
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2258
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2259

M
Mr.doob 已提交
2260
		uniforms.ambientLightColor.needsUpdate = value;
2261

B
Ben Houston 已提交
2262 2263 2264 2265
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;
2266

M
Mr.doob 已提交
2267
	}
2268

T
tschw 已提交
2269
	// Lighting
M
Mr.doob 已提交
2270

M
Mr.doob 已提交
2271
	function setupShadows( lights ) {
2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

				_lights.shadows[ lightShadowsLength ++ ] = light;

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2291
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2292

B
brason 已提交
2293
		var l, ll, light,
M
Mr.doob 已提交
2294
		r = 0, g = 0, b = 0,
B
Ben Houston 已提交
2295
		color,
B
brason 已提交
2296
		intensity,
M
Mr.doob 已提交
2297
		distance,
2298
		shadowMap,
M
Mr.doob 已提交
2299

2300
		viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2301

M
Mr.doob 已提交
2302
		directionalLength = 0,
M
Mr.doob 已提交
2303 2304
		pointLength = 0,
		spotLength = 0,
2305
		hemiLength = 0;
M
Mr.doob 已提交
2306 2307 2308 2309 2310 2311 2312 2313 2314

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

			light = lights[ l ];

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

2315
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2316

2317
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2318

2319 2320 2321
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2322

2323
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2324

M
Mr.doob 已提交
2325
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2326

2327
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2328
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2329
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2330 2331 2332
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2333
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2334

2335
				if ( light.castShadow ) {
M
Mr.doob 已提交
2336

2337 2338 2339
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2340

2341 2342
				}

2343
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2344
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2345
				_lights.directional[ directionalLength ++ ] = uniforms;
M
Mr.doob 已提交
2346

2347
			} else if ( light.isSpotLight ) {
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 2352

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2353

M
Mr.doob 已提交
2354 2355 2356 2357 2358 2359 2360 2361
				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 );

2362 2363
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2364
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2365

2366
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2367

2368 2369
				if ( light.castShadow ) {

2370 2371 2372
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2373

2374 2375
				}

2376
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2377
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2378
				_lights.spot[ spotLength ++ ] = uniforms;
2379

2380
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2381

M
Mr.doob 已提交
2382
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2383

M
Mr.doob 已提交
2384 2385
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2386

M
Mr.doob 已提交
2387 2388
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2389 2390
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2391
				uniforms.shadow = light.castShadow;
2392

M
Mr.doob 已提交
2393
				if ( light.castShadow ) {
2394

2395 2396 2397 2398 2399
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2400

2401
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2402

2403 2404
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2405
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2406

2407 2408
				}

2409 2410 2411 2412 2413
				// 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
2414
				_lights.point[ pointLength ++ ] = uniforms;
2415

2416
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2417

M
Mr.doob 已提交
2418
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2419 2420 2421 2422

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2423

M
Mr.doob 已提交
2424 2425
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2426

M
Mr.doob 已提交
2427
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2428 2429 2430 2431 2432

			}

		}

M
Mr.doob 已提交
2433 2434 2435
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2436

M
Mr.doob 已提交
2437 2438
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2439
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2440
		_lights.hemi.length = hemiLength;
2441

2442
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length;
2443

M
Mr.doob 已提交
2444
	}
M
Mr.doob 已提交
2445 2446 2447 2448 2449

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2450
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2451
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2452 2453 2454 2455 2456

	};

	// Textures

T
tschw 已提交
2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472
	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;

	}

2473
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2474

2475
	// this.setTexture2D = setTexture2D;
2476
	this.setTexture2D = ( function() {
T
tschw 已提交
2477

2478
		var warned = false;
T
tschw 已提交
2479

2480
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2481
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2482

T
Takahiro 已提交
2483
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2484

2485
				if ( ! warned ) {
T
tschw 已提交
2486

2487 2488
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2489

2490
				}
T
tschw 已提交
2491

2492
				texture = texture.texture;
T
tschw 已提交
2493

2494
			}
T
tschw 已提交
2495

2496
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2497

2498
		};
T
tschw 已提交
2499

2500
	}() );
T
tschw 已提交
2501

2502 2503 2504 2505
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2506
		return function setTexture( texture, slot ) {
2507 2508 2509 2510 2511 2512 2513 2514

			if ( ! warned ) {

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

			}

2515
			textures.setTexture2D( texture, slot );
2516 2517 2518 2519 2520 2521 2522 2523 2524

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2525
		return function setTextureCube( texture, slot ) {
2526 2527

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2528
			if ( texture && texture.isWebGLRenderTargetCube ) {
2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542

				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
2543
			if ( ( texture && texture.isCubeTexture ) ||
2544 2545 2546 2547 2548
				 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2549
				textures.setTextureCube( texture, slot );
2550 2551 2552 2553 2554

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2555
				textures.setTextureCubeDynamic( texture, slot );
2556 2557 2558 2559 2560 2561

			}

		};

	}() );
T
tschw 已提交
2562

2563 2564 2565 2566
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2567
	};
2568

2569
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2570

2571 2572
		_currentRenderTarget = renderTarget;

2573
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2574

2575
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2576 2577 2578

		}

T
Takahiro 已提交
2579
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2580
		var framebuffer;
M
Mr.doob 已提交
2581 2582 2583

		if ( renderTarget ) {

2584
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2585

M
Mr.doob 已提交
2586 2587
			if ( isCube ) {

2588
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2589 2590 2591

			} else {

2592
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2593 2594 2595

			}

2596 2597
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2598

2599
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2600 2601 2602 2603 2604

		} else {

			framebuffer = null;

2605
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2606
			_currentScissorTest = _scissorTest;
2607

2608
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2609 2610 2611

		}

M
Mr.doob 已提交
2612
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2613 2614 2615 2616 2617 2618

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

		}

2619 2620
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2621

2622
		state.viewport( _currentViewport );
2623

M
Mr.doob 已提交
2624 2625 2626
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2627
			_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
2628 2629 2630

		}

M
Mr.doob 已提交
2631 2632
	};

M
Mr.doob 已提交
2633
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2634

T
Takahiro 已提交
2635
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2636

2637
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2638
			return;
2639

G
gero3 已提交
2640
		}
2641

M
Mr.doob 已提交
2642
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2643

M
Mr.doob 已提交
2644
		if ( framebuffer ) {
2645

G
gero3 已提交
2646
			var restore = false;
2647

M
Mr.doob 已提交
2648
			if ( framebuffer !== _currentFramebuffer ) {
2649

M
Mr.doob 已提交
2650
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2651

G
gero3 已提交
2652
				restore = true;
2653

G
gero3 已提交
2654
			}
2655

M
Mr.doob 已提交
2656
			try {
2657

M
Mr.doob 已提交
2658
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2659 2660
				var textureFormat = texture.format;
				var textureType = texture.type;
2661

M
Mr.doob 已提交
2662
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2663

M
Mr.doob 已提交
2664 2665
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2666

M
Mr.doob 已提交
2667
				}
2668

M
Mr.doob 已提交
2669 2670 2671
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
				     ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
				     ! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2672

M
Mr.doob 已提交
2673 2674
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2675

M
Mr.doob 已提交
2676
				}
2677

M
Mr.doob 已提交
2678
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2679

2680 2681
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2682
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2683

M
Mr.doob 已提交
2684
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2685 2686

					}
2687

M
Mr.doob 已提交
2688
				} else {
M
Mr.doob 已提交
2689

M
Mr.doob 已提交
2690 2691 2692
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2693

M
Mr.doob 已提交
2694
			} finally {
M
Mr.doob 已提交
2695

M
Mr.doob 已提交
2696 2697 2698
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2699

M
Mr.doob 已提交
2700 2701 2702
				}

			}
M
Mr.doob 已提交
2703 2704 2705

		}

M
Mr.doob 已提交
2706 2707
	};

M
Mr.doob 已提交
2708 2709
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2710
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2711

2712 2713
		var extension;

R
Rich Harris 已提交
2714 2715 2716
		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
2717

R
Rich Harris 已提交
2718 2719 2720
		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
2721

R
Rich Harris 已提交
2722 2723 2724
		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
2725

R
Rich Harris 已提交
2726 2727 2728 2729
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
M
Mr.doob 已提交
2730

R
Rich Harris 已提交
2731 2732 2733 2734 2735 2736
		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
M
Mr.doob 已提交
2737

2738 2739 2740 2741
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

R
Rich Harris 已提交
2742
			if ( p === HalfFloatType ) return extension.HALF_FLOAT_OES;
2743 2744 2745

		}

R
Rich Harris 已提交
2746 2747 2748 2749 2750 2751
		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;
2752
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2753

R
Rich Harris 已提交
2754 2755 2756
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2757

R
Rich Harris 已提交
2758 2759 2760 2761 2762 2763 2764 2765
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2766

R
Rich Harris 已提交
2767 2768 2769
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2770

2771
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
2772

2773 2774
		if ( extension !== null ) {

R
Rich Harris 已提交
2775 2776 2777 2778
			if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
M
Mr.doob 已提交
2779 2780 2781

		}

2782 2783 2784
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
2785

R
Rich Harris 已提交
2786 2787 2788 2789
			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;
P
Pierre Lepers 已提交
2790 2791 2792

		}

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		extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

		if ( extension !== null ) {

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

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		extension = extensions.get( 'EXT_blend_minmax' );

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

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		extension = extensions.get( 'WEBGL_depth_texture' );

		if ( extension !== null ){

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

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		return 0;

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	}
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}
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export { WebGLRenderer };