WebGLRenderer.js 56.9 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, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
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import { WebGLFlareRenderer } from './webgl/WebGLFlareRenderer';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer';
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import { WebGLShadowMap } from './webgl/WebGLShadowMap';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLBackground } from './webgl/WebGLBackground';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLMorphtargets } from './webgl/WebGLMorphtargets';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
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import { WebVRManager } from './webvr/WebVRManager';
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import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
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import { WebGLUtils } from './webgl/WebGLUtils';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
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		_currentCamera = null,
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		_currentArrayCamera = null,
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		_currentViewport = new Vector4(),
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		//
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		_usedTextureUnits = 0,
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		//
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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		_vector3 = new Vector3(),
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		// info
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		_infoMemory = {
			geometries: 0,
			textures: 0
		},

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		_infoRender = {
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			frame: 0,
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			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0
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		};
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	this.info = {
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		render: _infoRender,
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		memory: _infoMemory,
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		programs: null
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	};
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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.addEventListener( 'webglcontextrestored', onContextRestore, 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, capabilities, state;
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	var properties, textures, attributes, geometries, objects, lights;
	var programCache, renderLists;
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	var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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	var flareRenderer, spriteRenderer;
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	var utils;

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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
		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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		utils = new WebGLUtils( _gl, extensions );

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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, utils );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory );
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		attributes = new WebGLAttributes( _gl );
		geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
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		objects = new WebGLObjects( geometries, _infoRender );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		lights = new WebGLLights();
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		renderLists = new WebGLRenderLists();
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		background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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		flareRenderer = new WebGLFlareRenderer( _this, _gl, state, textures, capabilities );
		spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
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		_this.info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;

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	}

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	initGLContext();
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	// vr
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	var vr = new WebVRManager( _this );
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	this.vr = vr;
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	// shadow map

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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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	this.forceContextRestore = function () {

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

	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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		this.setSize( _width, _height, false );
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	};

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		var device = vr.getDevice();

		if ( device && device.isPresenting ) {

			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
			return;

		}

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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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	};

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	this.getDrawingBufferSize = function () {

		return {
			width: _width * _pixelRatio,
			height: _height * _pixelRatio
		};

	};

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	this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

		_canvas.width = width * pixelRatio;
		_canvas.height = height * pixelRatio;

		this.setViewport( 0, 0, width, height );

	};

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

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		_viewport.set( x, _height - y - height, width, height );
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		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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	};

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	this.setScissor = function ( x, y, width, height ) {
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		_scissor.set( x, _height - y - height, width, height );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
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	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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	this.getClearColor = background.getClearColor;
	this.setClearColor = background.setClearColor;
	this.getClearAlpha = background.getClearAlpha;
	this.setClearAlpha = background.setClearAlpha;
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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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	//
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	this.dispose = function () {
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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
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		renderLists.dispose();

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		vr.dispose();
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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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		console.log( 'THREE.WebGLRenderer: Context Lost.' );

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		_isContextLost = true;

	}

	function onContextRestore( event ) {
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		console.log( 'THREE.WebGLRenderer: Context Restored.' );
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		_isContextLost = false;
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		initGLContext();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
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		var programAttributes = program.getAttributes();
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		if ( object.hasPositions ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
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		}

		if ( object.hasNormals ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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			if ( ! material.isMeshPhongMaterial &&
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				! material.isMeshStandardMaterial &&
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				! material.isMeshNormalMaterial &&
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				material.flatShading === true ) {
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				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
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					var array = object.normalArray;
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607 608 609
					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
610

611 612 613
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
614

615 616 617
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
618

619 620 621
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
622 623 624 625 626 627

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
628

629
			state.enableAttribute( programAttributes.normal );
630

631
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
632 633 634 635 636

		}

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

637
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
638
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
639

640
			state.enableAttribute( programAttributes.uv );
641

642
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
643 644 645

		}

R
Rich Harris 已提交
646
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
647

648
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
649
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
650

651
			state.enableAttribute( programAttributes.color );
652

653
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
654 655 656

		}

657
		state.disableUnusedAttributes();
658

M
Mr.doob 已提交
659 660 661 662 663 664
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

665
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
666

667
		state.setMaterial( material );
M
Mr.doob 已提交
668

M
Mr.doob 已提交
669
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
670
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
671

M
Mr.doob 已提交
672
		var updateBuffers = false;
M
Mr.doob 已提交
673 674 675 676 677 678 679 680

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

681
		if ( object.morphTargetInfluences ) {
682

683
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
684 685 686 687 688

			updateBuffers = true;

		}

689 690
		//

691
		var index = geometry.index;
692
		var position = geometry.attributes.position;
693
		var rangeFactor = 1;
694

695 696
		if ( material.wireframe === true ) {

697
			index = geometries.getWireframeAttribute( geometry );
698
			rangeFactor = 2;
699 700 701

		}

M
Mr.doob 已提交
702
		var attribute;
M
Mr.doob 已提交
703
		var renderer = bufferRenderer;
704

705
		if ( index !== null ) {
706

M
Mr.doob 已提交
707
			attribute = attributes.get( index );
708

709
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
710
			renderer.setIndex( attribute );
711

712
		}
M
Mr.doob 已提交
713

714
		if ( updateBuffers ) {
M
Mr.doob 已提交
715

716
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
717

718
			if ( index !== null ) {
719

M
Mr.doob 已提交
720
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
721 722 723

			}

724
		}
725

726 727
		//

728
		var dataCount = 0;
729

M
Mr.doob 已提交
730
		if ( index !== null ) {
731

M
Mr.doob 已提交
732
			dataCount = index.count;
733

M
Mr.doob 已提交
734
		} else if ( position !== undefined ) {
735

M
Mr.doob 已提交
736
			dataCount = position.count;
737

M
Mr.doob 已提交
738
		}
739

M
Mr.doob 已提交
740 741
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
742

M
Mr.doob 已提交
743 744
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
745

M
Mr.doob 已提交
746 747
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
748 749 750

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

751 752
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
753
		//
754

755
		if ( object.isMesh ) {
756

757
			if ( material.wireframe === true ) {
758

759
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
760
				renderer.setMode( _gl.LINES );
761

762
			} else {
M
Mr.doob 已提交
763 764

				switch ( object.drawMode ) {
765

R
Rich Harris 已提交
766
					case TrianglesDrawMode:
B
Ben Adams 已提交
767 768 769
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
770
					case TriangleStripDrawMode:
B
Ben Adams 已提交
771 772 773
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
774
					case TriangleFanDrawMode:
B
Ben Adams 已提交
775 776 777 778
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
779

780
			}
781

782

783
		} else if ( object.isLine ) {
784

785
			var lineWidth = material.linewidth;
786

787
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
788

789
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
790

791
			if ( object.isLineSegments ) {
792

793
				renderer.setMode( _gl.LINES );
794

795 796 797 798
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

799
			} else {
800

801
				renderer.setMode( _gl.LINE_STRIP );
802 803

			}
M
Mr.doob 已提交
804

805
		} else if ( object.isPoints ) {
806 807

			renderer.setMode( _gl.POINTS );
808 809

		}
810

T
Takahiro 已提交
811
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
812 813 814

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
815
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
816

J
jfranc 已提交
817
			}
818 819 820

		} else {

M
Mr.doob 已提交
821
			renderer.render( drawStart, drawCount );
822

M
Mr.doob 已提交
823 824 825 826
		}

	};

827
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
828

T
Takahiro 已提交
829
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
830

831
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
832

833
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
834
				return;
B
Ben Adams 已提交
835

M
Mr.doob 已提交
836 837 838
			}

		}
B
Ben Adams 已提交
839

840 841
		if ( startIndex === undefined ) startIndex = 0;

842 843
		state.initAttributes();

844
		var geometryAttributes = geometry.attributes;
845

846
		var programAttributes = program.getAttributes();
847

848
		var materialDefaultAttributeValues = material.defaultAttributeValues;
849

850
		for ( var name in programAttributes ) {
851

852
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
853

M
Mr.doob 已提交
854
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
855

856
				var geometryAttribute = geometryAttributes[ name ];
857

M
Mr.doob 已提交
858
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
859

860
					var normalized = geometryAttribute.normalized;
861
					var size = geometryAttribute.itemSize;
862

M
Mr.doob 已提交
863
					var attribute = attributes.get( geometryAttribute );
864

865 866 867 868
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
869 870 871
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
872

A
aardgoose 已提交
873
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
874

M
Mr.doob 已提交
875 876 877 878
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
879
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
880

881
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
882

M
Mr.doob 已提交
883
							if ( geometry.maxInstancedCount === undefined ) {
884

D
dubejf 已提交
885
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
886

M
Mr.doob 已提交
887
							}
B
Ben Adams 已提交
888

M
Mr.doob 已提交
889
						} else {
B
Ben Adams 已提交
890

M
Mr.doob 已提交
891
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
892

M
Mr.doob 已提交
893
						}
B
Ben Adams 已提交
894

M
Mr.doob 已提交
895
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
896
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
897

M
Mr.doob 已提交
898
					} else {
B
Ben Adams 已提交
899

A
aardgoose 已提交
900
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
901

902
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
903

M
Mr.doob 已提交
904
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
905

D
dubejf 已提交
906
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
907

M
Mr.doob 已提交
908
							}
B
Ben Adams 已提交
909

M
Mr.doob 已提交
910 911 912 913
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
914
						}
B
Ben Adams 已提交
915

M
Mr.doob 已提交
916
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
917
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
918

B
Ben Adams 已提交
919
					}
M
Mr.doob 已提交
920

921 922
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
923
					var value = materialDefaultAttributeValues[ name ];
924

925
					if ( value !== undefined ) {
M
Mr.doob 已提交
926

927
						switch ( value.length ) {
M
Mr.doob 已提交
928

929 930 931
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
932

933 934 935
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
936

937 938 939
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
940

941 942
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
943 944

						}
M
Mr.doob 已提交
945 946 947 948 949 950 951 952

					}

				}

			}

		}
953

954
		state.disableUnusedAttributes();
955

M
Mr.doob 已提交
956 957
	}

M
Mr.doob 已提交
958
	// Compile
M
Mr.doob 已提交
959

M
Mr.doob 已提交
960
	this.compile = function ( scene, camera ) {
961

962 963
		lightsArray.length = 0;
		shadowsArray.length = 0;
964

M
Mr.doob 已提交
965
		scene.traverse( function ( object ) {
G
gero3 已提交
966 967

			if ( object.isLight ) {
M
Mr.doob 已提交
968

969 970 971 972 973 974 975
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
976

G
gero3 已提交
977
			}
M
Mr.doob 已提交
978 979 980

		} );

981
		lights.setup( lightsArray, shadowsArray, camera );
M
Mr.doob 已提交
982 983 984 985 986

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
987
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
988

G
gero3 已提交
989
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
990 991 992

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

G
gero3 已提交
993
					}
M
Mr.doob 已提交
994

G
gero3 已提交
995
				} else {
M
Mr.doob 已提交
996 997 998

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

G
gero3 已提交
999
				}
M
Mr.doob 已提交
1000

G
gero3 已提交
1001
			}
M
Mr.doob 已提交
1002 1003

		} );
G
gero3 已提交
1004 1005

	};
1006

M
Mr.doob 已提交
1007 1008
	// Rendering

1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022
	this.animate = function ( callback ) {

		function onFrame() {

			callback();

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

		}

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

	};

M
Mr.doob 已提交
1023
	this.render = function ( scene, camera, renderTarget, forceClear ) {
1024

0
06wj 已提交
1025
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1026

1027
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1028 1029 1030 1031
			return;

		}

1032 1033
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1034 1035
		// reset caching for this frame

1036
		_currentGeometryProgram = '';
1037
		_currentMaterialId = - 1;
1038
		_currentCamera = null;
M
Mr.doob 已提交
1039 1040 1041

		// update scene graph

1042
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1043 1044 1045

		// update camera matrices and frustum

1046
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1047

1048 1049 1050 1051 1052 1053
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1054 1055 1056
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

1057 1058 1059
		lightsArray.length = 0;
		shadowsArray.length = 0;

1060 1061
		spritesArray.length = 0;
		flaresArray.length = 0;
M
Mr.doob 已提交
1062

T
tschw 已提交
1063
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1064
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1065

1066 1067 1068
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1069
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1070

M
Mr.doob 已提交
1071
		if ( _this.sortObjects === true ) {
1072

1073
			currentRenderList.sort();
M
Mr.doob 已提交
1074

1075 1076
		}

M
Mr.doob 已提交
1077
		//
M
Mr.doob 已提交
1078

T
tschw 已提交
1079
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1080

1081
		shadowMap.render( shadowsArray, scene, camera );
M
Mr.doob 已提交
1082

1083
		lights.setup( lightsArray, shadowsArray, camera );
1084

T
tschw 已提交
1085
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1086

M
Mr.doob 已提交
1087 1088
		//

M
Mr.doob 已提交
1089
		_infoRender.frame ++;
1090 1091 1092 1093
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1094

1095 1096 1097 1098 1099 1100
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1101 1102
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1103 1104
		//

1105
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1106

1107
		// render scene
M
Mr.doob 已提交
1108

1109 1110
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
M
Mr.doob 已提交
1111

1112
		if ( scene.overrideMaterial ) {
M
Mr.doob 已提交
1113

1114
			var overrideMaterial = scene.overrideMaterial;
1115

1116 1117
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
Mr.doob 已提交
1118

1119
		} else {
M
Mr.doob 已提交
1120

1121
			// opaque pass (front-to-back order)
M
Mr.doob 已提交
1122

1123
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1124

1125
			// transparent pass (back-to-front order)
1126

1127
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1128 1129 1130

		}

1131
		// custom renderers
M
Mr.doob 已提交
1132

1133 1134
		spriteRenderer.render( spritesArray, scene, camera );
		flareRenderer.render( flaresArray, scene, camera, _currentViewport );
M
Mr.doob 已提交
1135 1136 1137

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

M
Mr.doob 已提交
1138 1139
		if ( renderTarget ) {

1140
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1141 1142 1143

		}

1144
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1145

1146 1147 1148
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1149

M
Mr.doob 已提交
1150 1151 1152 1153 1154
		if ( vr.enabled ) {

			vr.submitFrame();

		}
M
Mr.doob 已提交
1155

M
Mr.doob 已提交
1156 1157 1158
		// _gl.finish();

	};
M
Mr.doob 已提交
1159

1160
	/*
M
Mr.doob 已提交
1161 1162
	// TODO Duplicated code (Frustum)

1163 1164
	var _sphere = new Sphere();

T
tschw 已提交
1165 1166 1167 1168 1169 1170 1171
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1172
		_sphere.copy( geometry.boundingSphere ).
1173
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189

		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
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1190 1191

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1192 1193 1194 1195

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207

		var planes = _this.clippingPlanes,

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

		do {

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

T
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1208
		} while ( ++ i !== numPlanes );
T
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1209 1210 1211 1212

		return true;

	}
1213
	*/
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1214

M
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1215
	function projectObject( object, camera, sortObjects ) {
M
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1216

M
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1217
		if ( ! object.visible ) return;
M
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1218

1219
		var visible = object.layers.test( camera.layers );
M
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1220

1221
		if ( visible ) {
1222

1223
			if ( object.isLight ) {
M
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1224

1225 1226 1227 1228 1229 1230 1231
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
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1232

1233
			} else if ( object.isSprite ) {
M
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1234

1235
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1236

1237
					spritesArray.push( object );
M
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1238

1239
				}
M
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1240

1241
			} else if ( object.isLensFlare ) {
M
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1242

1243
				flaresArray.push( object );
M
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1244

1245
			} else if ( object.isImmediateRenderObject ) {
M
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1246

1247
				if ( sortObjects ) {
M
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1248

1249 1250
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
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1251

1252
				}
M
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1253

1254
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1255

1256
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1257

1258
				if ( object.isSkinnedMesh ) {
1259

1260
					object.skeleton.update();
1261

1262
				}
1263

1264
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1265

1266 1267 1268 1269 1270 1271
					if ( sortObjects ) {

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

					}
1272

1273 1274
					var geometry = objects.update( object );
					var material = object.material;
1275

1276
					if ( Array.isArray( material ) ) {
1277

1278
						var groups = geometry.groups;
1279

1280
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
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1281

1282 1283
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1284

1285
							if ( groupMaterial && groupMaterial.visible ) {
1286

1287 1288 1289
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
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1290

M
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1291
						}
M
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1292

1293
					} else if ( material.visible ) {
1294

1295
						currentRenderList.push( object, geometry, material, _vector3.z, null );
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1296

1297
					}
M
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1298

1299
				}
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1300

1301
			}
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1302

M
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1303
		}
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1304

M
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1305
		var children = object.children;
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1306

M
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1307 1308
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
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1309
			projectObject( children[ i ], camera, sortObjects );
M
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1310

1311
		}
1312

1313
	}
M
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1314

1315
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
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1316

1317
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1318

1319
			var renderItem = renderList[ i ];
1320

1321 1322 1323 1324
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1325

1326
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1327

1328 1329
				_currentArrayCamera = camera;

1330
				var cameras = camera.cameras;
1331

1332
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
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1333

1334
					var camera2 = cameras[ j ];
M
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1335

1336
					if ( object.layers.test( camera2.layers ) ) {
1337

1338
						var bounds = camera2.bounds;
M
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1339

1340 1341 1342 1343 1344
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;

1345 1346
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
						state.scissor( _currentScissor.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1347
						state.setScissorTest( true );
1348 1349 1350 1351

						renderObject( object, scene, camera2, geometry, material, group );

					}
M
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1352

1353
				}
1354

1355
			} else {
M
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1356

1357 1358
				_currentArrayCamera = null;

1359
				renderObject( object, scene, camera, geometry, material, group );
M
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1360

1361
			}
M
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1362

1363
		}
M
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1364

1365
	}
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1366

M
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1367 1368
	function renderObject( object, scene, camera, geometry, material, group ) {

1369 1370
		object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
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1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

			var program = setProgram( camera, scene.fog, material, object );

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );

		}

M
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1390 1391
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
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1392 1393
	}

1394
	function initMaterial( material, fog, object ) {
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1395

1396
		var materialProperties = properties.get( material );
G
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1397

T
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1398
		var parameters = programCache.getParameters(
1399
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
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1400

G
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1401
		var code = programCache.getProgramCode( material, parameters );
G
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1402

1403
		var program = materialProperties.program;
T
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1404
		var programChange = true;
1405

1406
		if ( program === undefined ) {
B
Ben Adams 已提交
1407

M
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1408 1409
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1410

1411
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1412

M
Mr.doob 已提交
1413
			// changed glsl or parameters
1414
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1415

G
gero3 已提交
1416
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1417

T
tschw 已提交
1418
			// same glsl and uniform list
T
tschw 已提交
1419 1420
			return;

T
tschw 已提交
1421
		} else {
B
Ben Adams 已提交
1422

T
tschw 已提交
1423 1424
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1425 1426 1427

		}

1428
		if ( programChange ) {
B
Ben Adams 已提交
1429

1430
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1431

R
Rich Harris 已提交
1432
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1433

1434
				materialProperties.shader = {
1435
					name: material.type,
1436
					uniforms: UniformsUtils.clone( shader.uniforms ),
1437 1438 1439
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1440

1441
			} else {
B
Ben Adams 已提交
1442

1443
				materialProperties.shader = {
1444 1445 1446 1447 1448
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1449

1450
			}
G
gero3 已提交
1451

1452
			material.onBeforeCompile( materialProperties.shader );
G
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1453

1454
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1455

1456 1457
			materialProperties.program = program;
			material.program = program;
1458 1459 1460

		}

1461
		var programAttributes = program.getAttributes();
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Mr.doob 已提交
1462 1463 1464 1465 1466

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1467
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1468

1469
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1483
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1484

1485
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1486 1487 1488 1489 1490 1491 1492 1493 1494

					material.numSupportedMorphNormals ++;

				}

			}

		}

1495
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1496

1497
		if ( ! material.isShaderMaterial &&
1498 1499
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1500

T
tschw 已提交
1501
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1502
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1503
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1504 1505 1506

		}

1507
		materialProperties.fog = fog;
1508

1509
		// store the light setup it was created for
1510

1511
		materialProperties.lightsHash = lights.state.hash;
1512

M
Mr.doob 已提交
1513
		if ( material.lights ) {
1514 1515 1516

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

1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1530
			// TODO (abelnation): add area lights shadow info to uniforms
1531

1532 1533
		}

T
tschw 已提交
1534 1535
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1536
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1537

T
tschw 已提交
1538
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1539

M
Mr.doob 已提交
1540
	}
M
Mr.doob 已提交
1541

1542
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1543 1544 1545

		_usedTextureUnits = 0;

1546
		var materialProperties = properties.get( material );
1547

T
tschw 已提交
1548 1549 1550 1551 1552
		if ( _clippingEnabled ) {

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

				var useCache =
1553 1554
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1555 1556 1557 1558

				// 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
1559
				_clipping.setState(
1560 1561
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1562 1563 1564 1565 1566

			}

		}

1567
		if ( material.needsUpdate === false ) {
1568

1569
			if ( materialProperties.program === undefined ) {
1570

1571
				material.needsUpdate = true;
1572

1573
			} else if ( material.fog && materialProperties.fog !== fog ) {
1574

M
Mr.doob 已提交
1575
				material.needsUpdate = true;
1576

1577
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1578

1579
				material.needsUpdate = true;
1580

1581
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1582
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1583
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1584 1585 1586

				material.needsUpdate = true;

1587
			}
1588 1589 1590 1591

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1592

1593
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1594 1595 1596 1597
			material.needsUpdate = false;

		}

1598
		var refreshProgram = false;
M
Mr.doob 已提交
1599
		var refreshMaterial = false;
1600
		var refreshLights = false;
M
Mr.doob 已提交
1601

1602
		var program = materialProperties.program,
1603
			p_uniforms = program.getUniforms(),
1604
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1605

1606
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1607

1608
			refreshProgram = true;
M
Mr.doob 已提交
1609
			refreshMaterial = true;
1610
			refreshLights = true;
M
Mr.doob 已提交
1611 1612 1613 1614 1615 1616

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1617

M
Mr.doob 已提交
1618 1619 1620 1621
			refreshMaterial = true;

		}

1622
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1623

M
Mr.doob 已提交
1624
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1625

G
gero3 已提交
1626
			if ( capabilities.logarithmicDepthBuffer ) {
1627

T
tschw 已提交
1628
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1629
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1630 1631 1632

			}

1633
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1634

1635
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1636

1637
				_currentCamera = ( _currentArrayCamera || camera );
1638 1639 1640 1641 1642 1643

				// 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
1644
				refreshLights = true;		// remains set until update done
1645 1646

			}
M
Mr.doob 已提交
1647

1648 1649 1650
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1651
			if ( material.isShaderMaterial ||
1652 1653 1654
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1655

T
tschw 已提交
1656 1657 1658
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1659

T
tschw 已提交
1660
					uCamPos.setValue( _gl,
1661
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1662 1663 1664 1665 1666

				}

			}

1667
			if ( material.isMeshPhongMaterial ||
1668 1669 1670 1671
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1672
				material.skinning ) {
1673

T
tschw 已提交
1674
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1675 1676 1677

			}

M
Mr.doob 已提交
1678 1679 1680 1681 1682 1683
		}

		// 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

1684
		if ( material.skinning ) {
M
Mr.doob 已提交
1685

T
tschw 已提交
1686 1687
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1688

T
tschw 已提交
1689
			var skeleton = object.skeleton;
1690

T
tschw 已提交
1691
			if ( skeleton ) {
1692

1693 1694
				var bones = skeleton.bones;

1695
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1696

1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

M
Mr.doob 已提交
1722 1723
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1724

T
tschw 已提交
1725
				} else {
M
Mr.doob 已提交
1726

T
tschw 已提交
1727
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1728 1729 1730 1731 1732 1733 1734 1735 1736

				}

			}

		}

		if ( refreshMaterial ) {

1737 1738 1739
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1740
			if ( material.lights ) {
M
Mr.doob 已提交
1741

1742
				// the current material requires lighting info
M
Mr.doob 已提交
1743

T
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1744 1745 1746 1747 1748 1749
				// 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
1750

T
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1751
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1752

T
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1753
			}
G
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1754

T
tschw 已提交
1755
			// refresh uniforms common to several materials
G
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1756

T
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1757
			if ( fog && material.fog ) {
G
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1758

T
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1759
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1760 1761 1762

			}

1763
			if ( material.isMeshBasicMaterial ||
1764 1765 1766
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1767
				material.isMeshNormalMaterial ||
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1768 1769
				material.isMeshDepthMaterial ||
				material.isMeshDistanceMaterial ) {
M
Mr.doob 已提交
1770 1771 1772 1773 1774 1775 1776

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1777
			if ( material.isLineBasicMaterial ) {
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Mr.doob 已提交
1778 1779 1780

				refreshUniformsLine( m_uniforms, material );

1781
			} else if ( material.isLineDashedMaterial ) {
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1782 1783 1784 1785

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

1786
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1787

M
Mr.doob 已提交
1788
				refreshUniformsPoints( m_uniforms, material );
M
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1789

1790
			} else if ( material.isMeshLambertMaterial ) {
1791 1792 1793

				refreshUniformsLambert( m_uniforms, material );

T
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1794 1795 1796 1797
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1798 1799 1800 1801
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1802
			} else if ( material.isMeshPhysicalMaterial ) {
W
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1803 1804 1805

				refreshUniformsPhysical( m_uniforms, material );

1806
			} else if ( material.isMeshStandardMaterial ) {
W
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1807

1808
				refreshUniformsStandard( m_uniforms, material );
W
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1809

1810
			} else if ( material.isMeshDepthMaterial ) {
M
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1811

W
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1812
				refreshUniformsDepth( m_uniforms, material );
1813

W
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1814
			} else if ( material.isMeshDistanceMaterial ) {
1815

W
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1816
				refreshUniformsDistance( m_uniforms, material );
1817

1818
			} else if ( material.isMeshNormalMaterial ) {
M
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1819

1820
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1821 1822 1823

			}

M
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1824 1825 1826 1827 1828 1829
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

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

R
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1830
			WebGLUniforms.upload(
1831
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1832 1833 1834

		}

M
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1835

T
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1836
		// common matrices
M
Mr.doob 已提交
1837

M
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1838 1839
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1840
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1841

T
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1842
		return program;
A
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1843 1844 1845

	}

M
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1846 1847
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1848
	function refreshUniformsCommon( uniforms, material ) {
M
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1849 1850 1851

		uniforms.opacity.value = material.opacity;

1852 1853 1854 1855 1856
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1857

1858
		if ( material.emissive ) {
M
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1859

1860
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1861 1862 1863

		}

1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// 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
			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

			uniforms.reflectivity.value = material.reflectivity;
			uniforms.refractionRatio.value = material.refractionRatio;

		}
M
Mr.doob 已提交
1896

1897 1898 1899 1900 1901 1902 1903
		if ( material.lightMap ) {

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

		}

1904
		if ( material.aoMap ) {
1905

1906 1907
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1908 1909 1910

		}

M
Mr.doob 已提交
1911
		// uv repeat and offset setting priorities
M
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1912 1913 1914 1915 1916
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1917
		// 6. emissive map
M
Mr.doob 已提交
1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1929 1930 1931 1932
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1933 1934 1935 1936 1937 1938 1939 1940
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1941 1942 1943 1944 1945 1946 1947 1948
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1949 1950 1951 1952
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1953 1954 1955 1956
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
1957 1958 1959 1960
		}

		if ( uvScaleMap !== undefined ) {

1961
			// backwards compatibility
1962
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
1963 1964 1965 1966 1967

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
1968 1969 1970 1971 1972 1973 1974
			var offset = uvScaleMap.offset;
			var repeat = uvScaleMap.repeat;

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

		}

M
Mr.doob 已提交
1975
	}
M
Mr.doob 已提交
1976

M
Mr.doob 已提交
1977
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
1978 1979 1980 1981

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

M
Mr.doob 已提交
1982
	}
M
Mr.doob 已提交
1983

M
Mr.doob 已提交
1984
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
1985 1986 1987 1988 1989

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

M
Mr.doob 已提交
1990
	}
M
Mr.doob 已提交
1991

M
Mr.doob 已提交
1992
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
1993

1994
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1995
		uniforms.opacity.value = material.opacity;
1996
		uniforms.size.value = material.size * _pixelRatio;
1997
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
1998 1999 2000

		uniforms.map.value = material.map;

2001 2002 2003 2004 2005 2006 2007 2008 2009
		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
2010
	}
M
Mr.doob 已提交
2011

M
Mr.doob 已提交
2012
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2013 2014 2015

		uniforms.fogColor.value = fog.color;

2016
		if ( fog.isFog ) {
M
Mr.doob 已提交
2017 2018 2019 2020

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

2021
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2022 2023 2024 2025 2026

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2027
	}
M
Mr.doob 已提交
2028

M
Mr.doob 已提交
2029
	function refreshUniformsLambert( uniforms, material ) {
2030 2031 2032 2033 2034 2035 2036 2037 2038

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2039
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2040

2041
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2042
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2043

2044
		if ( material.emissiveMap ) {
2045

2046
			uniforms.emissiveMap.value = material.emissiveMap;
2047

2048
		}
M
Mr.doob 已提交
2049

2050 2051 2052 2053
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2054

2055
		}
M
Mr.doob 已提交
2056

2057 2058 2059 2060 2061 2062
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2063

2064 2065 2066 2067 2068
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2069

2070
		}
2071

T
Takahiro 已提交
2072 2073 2074 2075 2076 2077
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2078
		if ( material.gradientMap ) {
T
Takahiro 已提交
2079

T
Takahiro 已提交
2080
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2081 2082 2083

		}

2084 2085
	}

M
Mr.doob 已提交
2086
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139

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

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2140
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2141

2142 2143 2144
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2145 2146 2147 2148
		refreshUniformsStandard( uniforms, material );

	}

W
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2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176
	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

		uniforms.referencePosition.value.copy( material.referencePosition );
		uniforms.nearDistance.value = material.nearDistance;
		uniforms.farDistance.value = material.farDistance;

	}

2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

2203 2204
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2205
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2206

M
Mr.doob 已提交
2207
		uniforms.ambientLightColor.needsUpdate = value;
2208

B
Ben Houston 已提交
2209 2210 2211
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2212
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2213
		uniforms.hemisphereLights.needsUpdate = value;
2214

M
Mr.doob 已提交
2215
	}
2216

M
Mr.doob 已提交
2217 2218 2219 2220
	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2221
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2222
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2223 2224 2225 2226 2227

	};

	// Textures

T
tschw 已提交
2228 2229 2230 2231 2232 2233
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2234
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2235 2236 2237 2238 2239 2240 2241 2242 2243

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2244
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2245

2246
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2247
	this.setTexture2D = ( function () {
T
tschw 已提交
2248

2249
		var warned = false;
T
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2250

2251
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2252
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2253

T
Takahiro 已提交
2254
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2255

2256
				if ( ! warned ) {
T
tschw 已提交
2257

2258 2259
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2260

2261
				}
T
tschw 已提交
2262

2263
				texture = texture.texture;
T
tschw 已提交
2264

2265
			}
T
tschw 已提交
2266

2267
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2268

2269
		};
T
tschw 已提交
2270

2271
	}() );
T
tschw 已提交
2272

M
Mr.doob 已提交
2273
	this.setTexture = ( function () {
2274 2275 2276

		var warned = false;

W
WestLangley 已提交
2277
		return function setTexture( texture, slot ) {
2278 2279 2280 2281 2282 2283 2284 2285

			if ( ! warned ) {

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

			}

2286
			textures.setTexture2D( texture, slot );
2287 2288 2289 2290 2291

		};

	}() );

M
Mr.doob 已提交
2292
	this.setTextureCube = ( function () {
2293 2294 2295

		var warned = false;

W
WestLangley 已提交
2296
		return function setTextureCube( texture, slot ) {
2297 2298

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2299
			if ( texture && texture.isWebGLRenderTargetCube ) {
2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313

				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
2314
			if ( ( texture && texture.isCubeTexture ) ||
2315
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2316 2317 2318 2319

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2320
				textures.setTextureCube( texture, slot );
2321 2322 2323 2324 2325

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2326
				textures.setTextureCubeDynamic( texture, slot );
2327 2328 2329 2330 2331 2332

			}

		};

	}() );
T
tschw 已提交
2333

2334
	this.getRenderTarget = function () {
2335 2336 2337

		return _currentRenderTarget;

M
Michael Herzog 已提交
2338
	};
2339

2340
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2341

2342 2343
		_currentRenderTarget = renderTarget;

2344
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2345

2346
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2347 2348 2349

		}

M
Mr.doob 已提交
2350
		var framebuffer = null;
M
Mr.doob 已提交
2351
		var isCube = false;
M
Mr.doob 已提交
2352 2353 2354

		if ( renderTarget ) {

M
Mr.doob 已提交
2355
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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2356

M
Mr.doob 已提交
2357
			if ( renderTarget.isWebGLRenderTargetCube ) {
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2358

M
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2359
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
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2360
				isCube = true;
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2361 2362 2363

			} else {

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2364
				framebuffer = __webglFramebuffer;
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2365 2366 2367

			}

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Mr.doob 已提交
2368
			_currentViewport.copy( renderTarget.viewport );
2369 2370
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2371

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Mr.doob 已提交
2372 2373
		} else {

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2374
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2375
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2376
			_currentScissorTest = _scissorTest;
2377

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2378 2379
		}

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Mr.doob 已提交
2380
		if ( _currentFramebuffer !== framebuffer ) {
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2381 2382 2383 2384 2385 2386

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

		}

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Mr.doob 已提交
2387
		state.viewport( _currentViewport );
2388 2389
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2390

M
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2391 2392 2393
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2394
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
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		}

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2398 2399
	};

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2400
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2401

0
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2402
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2403

2404
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2405
			return;
2406

G
gero3 已提交
2407
		}
2408

M
Mr.doob 已提交
2409
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2410

M
Mr.doob 已提交
2411
		if ( framebuffer ) {
2412

G
gero3 已提交
2413
			var restore = false;
2414

M
Mr.doob 已提交
2415
			if ( framebuffer !== _currentFramebuffer ) {
2416

M
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2417
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2418

G
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2419
				restore = true;
2420

G
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2421
			}
2422

M
Mr.doob 已提交
2423
			try {
2424

M
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2425
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2426 2427
				var textureFormat = texture.format;
				var textureType = texture.type;
2428

2429
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2430

M
Mr.doob 已提交
2431 2432
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2433

M
Mr.doob 已提交
2434
				}
2435

2436
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2437 2438
					! ( 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' ) ) ) {
2439

M
Mr.doob 已提交
2440 2441
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2442

M
Mr.doob 已提交
2443
				}
2444

M
Mr.doob 已提交
2445
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2446

2447 2448
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2449
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2450

2451
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2452 2453

					}
2454

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Mr.doob 已提交
2455
				} else {
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2456

M
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2457 2458 2459
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
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2460

M
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2461
			} finally {
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2462

M
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2463 2464 2465
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
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2466

M
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2467 2468 2469
				}

			}
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2470 2471 2472

		}

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2473 2474
	};

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2475
}
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2476

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2477

2478
export { WebGLRenderer };