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
			return;

		}

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

		// reset caching for this frame

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

		// update scene graph

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

		// update camera matrices and frustum

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

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

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

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

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

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

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

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

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

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

1179 1180
		}

M
Mr.doob 已提交
1181
		//
M
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1182

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

1185 1186
		setupShadows( lights );

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

1189 1190
		setupLights( lights, camera );

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

M
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1193 1194
		//

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

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

			renderTarget = null;

		}

M
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1206 1207
		this.setRenderTarget( renderTarget );

M
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1208 1209 1210 1211 1212 1213 1214 1215
		//

		var background = scene.background;

		if ( background === null ) {

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

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

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

		}

		if ( this.autoClear || forceClear ) {

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

		}

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

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

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

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

1239 1240
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1241 1242
			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

T
Takahiro 已提交
1243
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1244 1245 1246

			backgroundPlaneMesh.material.map = background;

1247 1248
			objects.update( backgroundPlaneMesh );

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

M
Mr.doob 已提交
1251 1252
		}

1253
		//
M
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1254 1255 1256

		if ( scene.overrideMaterial ) {

1257
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1258

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

M
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1262 1263 1264 1265
		} else {

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

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

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

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

		}

		// custom render plugins (post pass)

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

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

M
Mr.doob 已提交
1282 1283
		if ( renderTarget ) {

1284
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1285 1286 1287

		}

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

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

		// _gl.finish();

	};
M
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1297

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

1300
		var array, index;
M
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1301

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

		if ( material.transparent ) {

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

		} else {

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

		}

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

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

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
Mr.doob 已提交
1328 1329 1330

		} else {

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

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

		}

	}

M
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1347 1348
	// TODO Duplicated code (Frustum)

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

		var geometry = object.geometry;

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

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

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1374 1375

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

		var numPlanes = _clipping.numPlanes;

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

		var planes = _this.clippingPlanes,

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

		do {

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

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

		return true;

	}

1398
	function projectObject( object, camera ) {
M
Mr.doob 已提交
1399

M
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1400
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1401

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

1404 1405 1406
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1407

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

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

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

					sprites.push( object );

				}
M
Mr.doob 已提交
1417

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

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

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

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

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

1429
				}
1430

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

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

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

1437
					object.skeleton.update();
1438

1439
				}
1440

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

1443
					var material = object.material;
1444

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

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

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

						}
M
Mr.doob 已提交
1453

1454
						var geometry = objects.update( object );
M
Mr.doob 已提交
1455

1456
						if ( material.isMultiMaterial ) {
1457

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

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

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

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

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

								}
M
Mr.doob 已提交
1471

M
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1472
							}
M
Mr.doob 已提交
1473

1474
						} else {
M
Mr.doob 已提交
1475

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

1478
						}
O
OpenShift guest 已提交
1479

1480
					}
M
Mr.doob 已提交
1481

1482
				}
M
Mr.doob 已提交
1483

1484
			}
M
Mr.doob 已提交
1485

M
Mr.doob 已提交
1486
		}
M
Mr.doob 已提交
1487

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

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

1492
			projectObject( children[ i ], camera );
M
Mr.doob 已提交
1493

1494
		}
1495

1496
	}
M
Mr.doob 已提交
1497

1498
	function renderObjects( renderList, camera, fog, overrideMaterial ) {
M
Mr.doob 已提交
1499

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

1502
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1503

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

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

1512
			object.onBeforeRender( _this, camera, geometry, material, group );
1513

1514
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1515

M
Mr.doob 已提交
1516
				setMaterial( material );
M
Mr.doob 已提交
1517

1518
				var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
1519

M
Mr.doob 已提交
1520
				_currentGeometryProgram = '';
M
Mr.doob 已提交
1521

M
Mr.doob 已提交
1522
				object.render( function ( object ) {
M
Mr.doob 已提交
1523

M
Mr.doob 已提交
1524
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1525

M
Mr.doob 已提交
1526
				} );
1527

M
Mr.doob 已提交
1528
			} else {
M
Mr.doob 已提交
1529

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

M
Mr.doob 已提交
1532
			}
M
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1533

1534
			object.onAfterRender( _this, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1535 1536


1537
		}
M
Mr.doob 已提交
1538

1539
	}
G
gero3 已提交
1540

1541
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1542

1543
		var materialProperties = properties.get( material );
G
gero3 已提交
1544

T
tschw 已提交
1545
		var parameters = programCache.getParameters(
T
tschw 已提交
1546
				material, _lights, fog, _clipping.numPlanes, object );
T
tschw 已提交
1547

G
gero3 已提交
1548
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1549

1550
		var program = materialProperties.program;
T
tschw 已提交
1551
		var programChange = true;
1552

1553
		if ( program === undefined ) {
B
Ben Adams 已提交
1554

M
Mr.doob 已提交
1555 1556
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1557

1558
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1559

M
Mr.doob 已提交
1560
			// changed glsl or parameters
1561
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1562

G
gero3 已提交
1563
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1564

T
tschw 已提交
1565
			// same glsl and uniform list
T
tschw 已提交
1566 1567
			return;

T
tschw 已提交
1568
		} else {
B
Ben Adams 已提交
1569

T
tschw 已提交
1570 1571
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1572 1573 1574

		}

1575
		if ( programChange ) {
B
Ben Adams 已提交
1576

1577
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1578

R
Rich Harris 已提交
1579
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1580

1581 1582
				materialProperties.__webglShader = {
					name: material.type,
R
Rich Harris 已提交
1583
					uniforms: UniformsUtils.clone( shader.uniforms ),
1584 1585 1586
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1587

1588
			} else {
B
Ben Adams 已提交
1589

1590 1591 1592 1593 1594 1595
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1596

1597
			}
G
gero3 已提交
1598

1599
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1600

1601
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1602

1603 1604
			materialProperties.program = program;
			material.program = program;
1605 1606 1607

		}

1608
		var attributes = program.getAttributes();
M
Mr.doob 已提交
1609 1610 1611 1612 1613

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1614
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1615

M
Mr.doob 已提交
1616
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1630
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1631

M
Mr.doob 已提交
1632
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1633 1634 1635 1636 1637 1638 1639 1640 1641

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1642 1643
		var uniforms = materialProperties.__webglShader.uniforms;

1644
		if ( ! material.isShaderMaterial &&
1645
		     ! material.isRawShaderMaterial ||
1646
		       material.clipping === true ) {
T
tschw 已提交
1647

T
tschw 已提交
1648 1649
			materialProperties.numClippingPlanes = _clipping.numPlanes;
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1650 1651 1652

		}

1653
		materialProperties.fog = fog;
1654

1655
		// store the light setup it was created for
1656

1657
		materialProperties.lightsHash = _lights.hash;
1658

M
Mr.doob 已提交
1659
		if ( material.lights ) {
1660 1661 1662 1663 1664 1665

			// 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
1666
			uniforms.pointLights.value = _lights.point;
1667 1668
			uniforms.hemisphereLights.value = _lights.hemi;

1669 1670 1671 1672 1673 1674
			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;
1675

1676 1677
		}

T
tschw 已提交
1678 1679
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
R
Rich Harris 已提交
1680
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1681

T
tschw 已提交
1682
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1683

M
Mr.doob 已提交
1684
	}
M
Mr.doob 已提交
1685

1686 1687
	function setMaterial( material ) {

M
Mr.doob 已提交
1688 1689 1690
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1691

R
Rich Harris 已提交
1692
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1693

M
Mr.doob 已提交
1694 1695 1696
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1697

B
Ben Adams 已提交
1698
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1699 1700
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1701
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1702
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1703 1704 1705

	}

1706
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1707 1708 1709

		_usedTextureUnits = 0;

1710
		var materialProperties = properties.get( material );
1711

T
tschw 已提交
1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722
		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
1723
				_clipping.setState(
T
tschw 已提交
1724 1725 1726 1727 1728 1729 1730
						material.clippingPlanes, material.clipShadows,
						camera, materialProperties, useCache );

			}

		}

1731
		if ( material.needsUpdate === false ) {
1732

1733
			if ( materialProperties.program === undefined ) {
1734

1735
				material.needsUpdate = true;
1736

1737
			} else if ( material.fog && materialProperties.fog !== fog ) {
1738

M
Mr.doob 已提交
1739
				material.needsUpdate = true;
1740

1741
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1742

1743
				material.needsUpdate = true;
1744

1745 1746 1747 1748 1749
			} else if ( materialProperties.numClippingPlanes !== undefined &&
				materialProperties.numClippingPlanes !== _clipping.numPlanes ) {

				material.needsUpdate = true;

1750
			}
1751 1752 1753 1754

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1755

1756
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1757 1758 1759 1760
			material.needsUpdate = false;

		}

1761
		var refreshProgram = false;
M
Mr.doob 已提交
1762
		var refreshMaterial = false;
1763
		var refreshLights = false;
M
Mr.doob 已提交
1764

1765
		var program = materialProperties.program,
1766
			p_uniforms = program.getUniforms(),
1767
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1768

1769
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1770

1771 1772
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1773

1774
			refreshProgram = true;
M
Mr.doob 已提交
1775
			refreshMaterial = true;
1776
			refreshLights = true;
M
Mr.doob 已提交
1777 1778 1779 1780 1781 1782

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1783

M
Mr.doob 已提交
1784 1785 1786 1787
			refreshMaterial = true;

		}

1788
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1789

T
tschw 已提交
1790
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1791

G
gero3 已提交
1792
			if ( capabilities.logarithmicDepthBuffer ) {
1793

T
tschw 已提交
1794 1795
				p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1796 1797 1798 1799

			}


1800 1801 1802 1803 1804 1805 1806 1807 1808
			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
1809
				refreshLights = true;		// remains set until update done
1810 1811

			}
M
Mr.doob 已提交
1812

1813 1814 1815
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1816 1817 1818 1819
			if ( material.isShaderMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.envMap ) {
1820

T
tschw 已提交
1821 1822 1823
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1824

T
tschw 已提交
1825 1826
					uCamPos.setValue( _gl,
							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1827 1828 1829 1830 1831

				}

			}

1832 1833 1834 1835 1836 1837
			if ( material.isMeshPhongMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshBasicMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isShaderMaterial ||
			     material.skinning ) {
1838

T
tschw 已提交
1839
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1840 1841 1842

			}

T
tschw 已提交
1843 1844
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1845

M
Mr.doob 已提交
1846 1847 1848 1849 1850 1851 1852 1853
		}

		// 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
1854 1855
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1856

T
tschw 已提交
1857
			var skeleton = object.skeleton;
1858

T
tschw 已提交
1859
			if ( skeleton ) {
1860

T
tschw 已提交
1861
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1862

T
tschw 已提交
1863 1864 1865
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
Mr.doob 已提交
1866

T
tschw 已提交
1867
				} else {
M
Mr.doob 已提交
1868

T
tschw 已提交
1869
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1870 1871 1872 1873 1874 1875 1876 1877 1878

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1879
			if ( material.lights ) {
M
Mr.doob 已提交
1880

1881
				// the current material requires lighting info
M
Mr.doob 已提交
1882

T
tschw 已提交
1883 1884 1885 1886 1887 1888
				// 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
1889

T
tschw 已提交
1890
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1891

T
tschw 已提交
1892
			}
G
gero3 已提交
1893

T
tschw 已提交
1894
			// refresh uniforms common to several materials
G
gero3 已提交
1895

T
tschw 已提交
1896
			if ( fog && material.fog ) {
G
gero3 已提交
1897

T
tschw 已提交
1898
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1899 1900 1901

			}

1902 1903 1904 1905 1906
			if ( material.isMeshBasicMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1907 1908 1909 1910 1911 1912 1913

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1914
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1915 1916 1917

				refreshUniformsLine( m_uniforms, material );

1918
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1919 1920 1921 1922

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

1923
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1924

M
Mr.doob 已提交
1925
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1926

1927
			} else if ( material.isMeshLambertMaterial ) {
1928 1929 1930

				refreshUniformsLambert( m_uniforms, material );

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

				refreshUniformsPhong( m_uniforms, material );

1935
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1936 1937 1938

				refreshUniformsPhysical( m_uniforms, material );

1939
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1940

1941
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1942

1943
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1944

1945 1946 1947 1948 1949 1950 1951 1952
				if ( material.displacementMap ) {

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

				}

1953
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1954 1955 1956 1957 1958

				m_uniforms.opacity.value = material.opacity;

			}

R
Rich Harris 已提交
1959
			WebGLUniforms.upload(
T
tschw 已提交
1960
					_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1961 1962 1963

		}

M
Mr.doob 已提交
1964

T
tschw 已提交
1965
		// common matrices
M
Mr.doob 已提交
1966

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

T
tschw 已提交
1971
		return program;
A
arose 已提交
1972 1973 1974

	}

M
Mr.doob 已提交
1975 1976
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1977
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1978 1979 1980

		uniforms.opacity.value = material.opacity;

1981
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1982

1983
		if ( material.emissive ) {
M
Mr.doob 已提交
1984

1985
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1986 1987 1988

		}

1989 1990 1991
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1992

1993
		if ( material.aoMap ) {
1994

1995 1996
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1997 1998 1999

		}

M
Mr.doob 已提交
2000
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2001 2002 2003 2004 2005
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2006
		// 6. emissive map
M
Mr.doob 已提交
2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2018 2019 2020 2021
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2022 2023 2024 2025 2026 2027 2028 2029
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2030 2031 2032 2033 2034 2035 2036 2037
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2038 2039 2040 2041
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2042 2043 2044 2045
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2046 2047 2048 2049
		}

		if ( uvScaleMap !== undefined ) {

2050
			// backwards compatibility
2051
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2052 2053 2054 2055 2056

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2057 2058 2059 2060 2061 2062 2063 2064
			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;
2065 2066 2067 2068 2069

		// 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
2070
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2071

2072
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2073 2074
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2075
	}
M
Mr.doob 已提交
2076

M
Mr.doob 已提交
2077
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2078 2079 2080 2081

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

M
Mr.doob 已提交
2082
	}
M
Mr.doob 已提交
2083

M
Mr.doob 已提交
2084
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2085 2086 2087 2088 2089

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

M
Mr.doob 已提交
2090
	}
M
Mr.doob 已提交
2091

M
Mr.doob 已提交
2092
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2093

2094
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2095
		uniforms.opacity.value = material.opacity;
2096
		uniforms.size.value = material.size * _pixelRatio;
2097
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2098 2099 2100

		uniforms.map.value = material.map;

2101 2102 2103 2104 2105 2106 2107 2108 2109
		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
2110
	}
M
Mr.doob 已提交
2111

M
Mr.doob 已提交
2112
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2113 2114 2115

		uniforms.fogColor.value = fog.color;

2116
		if ( fog.isFog ) {
M
Mr.doob 已提交
2117 2118 2119 2120

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

2121
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2122 2123 2124 2125 2126

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2127
	}
M
Mr.doob 已提交
2128

M
Mr.doob 已提交
2129
	function refreshUniformsLambert( uniforms, material ) {
2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145

		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
2146
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2147

2148
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2149
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2150

2151 2152 2153 2154
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
2155

2156
		}
2157

2158
		if ( material.emissiveMap ) {
2159

2160
			uniforms.emissiveMap.value = material.emissiveMap;
2161

2162
		}
M
Mr.doob 已提交
2163

2164 2165 2166 2167
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2168

2169
		}
M
Mr.doob 已提交
2170

2171 2172 2173 2174 2175 2176
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2177

2178 2179 2180 2181 2182
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2183

2184
		}
2185 2186 2187

	}

M
Mr.doob 已提交
2188
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248

		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
2249
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2250

2251 2252 2253
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2254 2255 2256 2257
		refreshUniformsStandard( uniforms, material );

	}

2258 2259
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2260
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2261

M
Mr.doob 已提交
2262
		uniforms.ambientLightColor.needsUpdate = value;
2263

B
Ben Houston 已提交
2264 2265 2266 2267
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;
2268

M
Mr.doob 已提交
2269
	}
2270

T
tschw 已提交
2271
	// Lighting
M
Mr.doob 已提交
2272

M
Mr.doob 已提交
2273
	function setupShadows( lights ) {
2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292

		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
2293
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2294

B
brason 已提交
2295
		var l, ll, light,
M
Mr.doob 已提交
2296
		r = 0, g = 0, b = 0,
B
Ben Houston 已提交
2297
		color,
B
brason 已提交
2298
		intensity,
M
Mr.doob 已提交
2299
		distance,
2300
		shadowMap,
M
Mr.doob 已提交
2301

2302
		viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2303

M
Mr.doob 已提交
2304
		directionalLength = 0,
M
Mr.doob 已提交
2305 2306
		pointLength = 0,
		spotLength = 0,
2307
		hemiLength = 0;
M
Mr.doob 已提交
2308 2309 2310 2311 2312 2313 2314 2315 2316

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

			light = lights[ l ];

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

2317
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2318

2319
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2320

2321 2322 2323
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2324

2325
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2326

M
Mr.doob 已提交
2327
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2328

2329
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2330
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2331
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2332 2333 2334
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2335
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2336

2337
				if ( light.castShadow ) {
M
Mr.doob 已提交
2338

2339 2340 2341
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2342

2343 2344
				}

2345
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2346
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2347
				_lights.directional[ directionalLength ++ ] = uniforms;
M
Mr.doob 已提交
2348

2349
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2350

M
Mr.doob 已提交
2351
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2352 2353 2354

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2355

M
Mr.doob 已提交
2356 2357 2358 2359 2360 2361 2362 2363
				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 );

2364 2365
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2366
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2367

2368
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2369

2370 2371
				if ( light.castShadow ) {

2372 2373 2374
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2375

2376 2377
				}

2378
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2379
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2380
				_lights.spot[ spotLength ++ ] = uniforms;
2381

2382
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2383

M
Mr.doob 已提交
2384
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2385

M
Mr.doob 已提交
2386 2387
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2388

M
Mr.doob 已提交
2389 2390
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2391 2392
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2393
				uniforms.shadow = light.castShadow;
2394

M
Mr.doob 已提交
2395
				if ( light.castShadow ) {
2396

2397 2398 2399 2400 2401
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2402

2403
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2404

2405 2406
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2407
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2408

2409 2410
				}

2411 2412 2413 2414 2415
				// 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
2416
				_lights.point[ pointLength ++ ] = uniforms;
2417

2418
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2419

M
Mr.doob 已提交
2420
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2421 2422 2423 2424

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2425

M
Mr.doob 已提交
2426 2427
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2428

M
Mr.doob 已提交
2429
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2430 2431 2432 2433 2434

			}

		}

M
Mr.doob 已提交
2435 2436 2437
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2438

M
Mr.doob 已提交
2439 2440
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2441
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2442
		_lights.hemi.length = hemiLength;
2443

2444
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length;
2445

M
Mr.doob 已提交
2446
	}
M
Mr.doob 已提交
2447 2448 2449 2450 2451

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2452
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2453
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2454 2455 2456 2457 2458

	};

	// Textures

T
tschw 已提交
2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474
	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;

	}

2475
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2476

2477
	// this.setTexture2D = setTexture2D;
2478
	this.setTexture2D = ( function() {
T
tschw 已提交
2479

2480
		var warned = false;
T
tschw 已提交
2481

2482
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2483
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2484

T
Takahiro 已提交
2485
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2486

2487
				if ( ! warned ) {
T
tschw 已提交
2488

2489 2490
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2491

2492
				}
T
tschw 已提交
2493

2494
				texture = texture.texture;
T
tschw 已提交
2495

2496
			}
T
tschw 已提交
2497

2498
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2499

2500
		};
T
tschw 已提交
2501

2502
	}() );
T
tschw 已提交
2503

2504 2505 2506 2507
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2508
		return function setTexture( texture, slot ) {
2509 2510 2511 2512 2513 2514 2515 2516

			if ( ! warned ) {

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

			}

2517
			textures.setTexture2D( texture, slot );
2518 2519 2520 2521 2522 2523 2524 2525 2526

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2527
		return function setTextureCube( texture, slot ) {
2528 2529

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2530
			if ( texture && texture.isWebGLRenderTargetCube ) {
2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544

				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
2545
			if ( ( texture && texture.isCubeTexture ) ||
2546 2547 2548 2549 2550
				 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2551
				textures.setTextureCube( texture, slot );
2552 2553 2554 2555 2556

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2557
				textures.setTextureCubeDynamic( texture, slot );
2558 2559 2560 2561 2562 2563

			}

		};

	}() );
T
tschw 已提交
2564

2565 2566 2567 2568
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2569
	};
2570

2571
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2572

2573 2574
		_currentRenderTarget = renderTarget;

2575
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2576

2577
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2578 2579 2580

		}

T
Takahiro 已提交
2581
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2582
		var framebuffer;
M
Mr.doob 已提交
2583 2584 2585

		if ( renderTarget ) {

2586
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2587

M
Mr.doob 已提交
2588 2589
			if ( isCube ) {

2590
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2591 2592 2593

			} else {

2594
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2595 2596 2597

			}

2598 2599
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2600

2601
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2602 2603 2604 2605 2606

		} else {

			framebuffer = null;

2607
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2608
			_currentScissorTest = _scissorTest;
2609

2610
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2611 2612 2613

		}

M
Mr.doob 已提交
2614
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2615 2616 2617 2618 2619 2620

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

		}

2621 2622
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2623

2624
		state.viewport( _currentViewport );
2625

M
Mr.doob 已提交
2626 2627 2628
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2629
			_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
2630 2631 2632

		}

M
Mr.doob 已提交
2633 2634
	};

M
Mr.doob 已提交
2635
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2636

T
Takahiro 已提交
2637
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2638

2639
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2640
			return;
2641

G
gero3 已提交
2642
		}
2643

M
Mr.doob 已提交
2644
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2645

M
Mr.doob 已提交
2646
		if ( framebuffer ) {
2647

G
gero3 已提交
2648
			var restore = false;
2649

M
Mr.doob 已提交
2650
			if ( framebuffer !== _currentFramebuffer ) {
2651

M
Mr.doob 已提交
2652
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2653

G
gero3 已提交
2654
				restore = true;
2655

G
gero3 已提交
2656
			}
2657

M
Mr.doob 已提交
2658
			try {
2659

M
Mr.doob 已提交
2660
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2661 2662
				var textureFormat = texture.format;
				var textureType = texture.type;
2663

M
Mr.doob 已提交
2664
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2665

M
Mr.doob 已提交
2666 2667
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2668

M
Mr.doob 已提交
2669
				}
2670

M
Mr.doob 已提交
2671 2672 2673
				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' ) ) ) {
2674

M
Mr.doob 已提交
2675 2676
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2677

M
Mr.doob 已提交
2678
				}
2679

M
Mr.doob 已提交
2680
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2681

2682 2683
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2684
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2685

M
Mr.doob 已提交
2686
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2687 2688

					}
2689

M
Mr.doob 已提交
2690
				} else {
M
Mr.doob 已提交
2691

M
Mr.doob 已提交
2692 2693 2694
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2695

M
Mr.doob 已提交
2696
			} finally {
M
Mr.doob 已提交
2697

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

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2701

M
Mr.doob 已提交
2702 2703 2704
				}

			}
M
Mr.doob 已提交
2705 2706 2707

		}

M
Mr.doob 已提交
2708 2709
	};

M
Mr.doob 已提交
2710 2711
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2712
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2713

2714 2715
		var extension;

R
Rich Harris 已提交
2716 2717 2718
		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
2719

R
Rich Harris 已提交
2720 2721 2722
		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
2723

R
Rich Harris 已提交
2724 2725 2726
		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
2727

R
Rich Harris 已提交
2728 2729 2730 2731
		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
2732

R
Rich Harris 已提交
2733 2734 2735 2736 2737 2738
		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
2739

2740 2741 2742 2743
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

R
Rich Harris 已提交
2744
			if ( p === HalfFloatType ) return extension.HALF_FLOAT_OES;
2745 2746 2747

		}

R
Rich Harris 已提交
2748 2749 2750 2751 2752 2753
		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;
2754
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2755

R
Rich Harris 已提交
2756 2757 2758
		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
2759

R
Rich Harris 已提交
2760 2761 2762 2763 2764 2765 2766 2767
		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
2768

R
Rich Harris 已提交
2769 2770 2771
		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
2772

2773
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
2774

2775 2776
		if ( extension !== null ) {

R
Rich Harris 已提交
2777 2778 2779 2780
			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
2781 2782 2783

		}

2784 2785 2786
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
2787

R
Rich Harris 已提交
2788 2789 2790 2791
			if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
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		}

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		extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

		if ( extension !== null ) {

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

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		extension = extensions.get( 'EXT_blend_minmax' );

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

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		extension = extensions.get( 'WEBGL_depth_texture' );

		if ( extension !== null ){

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

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		return 0;

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	}
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}
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export { WebGLRenderer };