WebGLRenderer.js 69.2 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, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, 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';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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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';
import { Color } from '../math/Color';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

	this.context = _gl;
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	this.capabilities = capabilities;
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	this.extensions = extensions;
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	this.properties = properties;
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	this.renderLists = renderLists;
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	this.state = state;
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	this.vr = vr;
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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 () {

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

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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;

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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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		_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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		_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 = function () {
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		return _clearColor;
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	};

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function () {
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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );

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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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		if ( programInfo !== undefined ) {
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			programCache.releaseProgram( programInfo );
M
Mr.doob 已提交
586

M
Mr.doob 已提交
587 588
		}

589
	}
M
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590 591 592

	// Buffer rendering

M
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593 594 595 596 597 598 599 600 601 602
	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

M
Mr.doob 已提交
603 604
	this.renderBufferImmediate = function ( object, program, material ) {

605
		state.initAttributes();
606

607
		var buffers = properties.get( object );
608

609 610 611 612
		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
613

614
		var programAttributes = program.getAttributes();
615

M
Mr.doob 已提交
616 617
		if ( object.hasPositions ) {

618
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
619
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
620

621 622
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
623 624 625 626 627

		}

		if ( object.hasNormals ) {

628
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
629

630
			if ( ! material.isMeshPhongMaterial &&
631
				! material.isMeshStandardMaterial &&
632
				! material.isMeshNormalMaterial &&
633
				material.shading === FlatShading ) {
M
Mr.doob 已提交
634

635
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
636

637
					var array = object.normalArray;
M
Mr.doob 已提交
638

639 640 641
					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
642

643 644 645
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
646

647 648 649
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
650

651 652 653
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
654 655 656 657 658 659

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
660

661
			state.enableAttribute( programAttributes.normal );
662

663
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
664 665 666 667 668

		}

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

669
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
670
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
671

672
			state.enableAttribute( programAttributes.uv );
673

674
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
675 676 677

		}

R
Rich Harris 已提交
678
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
679

680
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
681
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
682

683
			state.enableAttribute( programAttributes.color );
684

685
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
686 687 688

		}

689
		state.disableUnusedAttributes();
690

M
Mr.doob 已提交
691 692 693 694 695 696
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
697 698 699 700 701 702
	function absNumericalSort( a, b ) {

		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );

	}

703
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
704

705
		state.setMaterial( material );
M
Mr.doob 已提交
706

M
Mr.doob 已提交
707
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
708
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
709

M
Mr.doob 已提交
710
		var updateBuffers = false;
M
Mr.doob 已提交
711 712 713 714 715 716 717 718 719 720 721 722 723 724

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
725 726
			// TODO Remove allocations

M
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727 728 729 730 731 732 733 734 735
			var activeInfluences = [];

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

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

			}

736
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
737 738 739 740 741 742 743

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

744 745
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
746 747 748 749 750 751 752
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

753
					var index = influence[ 1 ];
M
Mr.doob 已提交
754

755 756
					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
757 758 759

				} else {

760 761
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
762 763 764 765 766

				}

			}

767 768 769 770 771 772
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
773
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
774 775 776 777 778

			updateBuffers = true;

		}

779 780
		//

781
		var index = geometry.index;
782
		var position = geometry.attributes.position;
783
		var rangeFactor = 1;
784

785 786
		if ( material.wireframe === true ) {

787
			index = geometries.getWireframeAttribute( geometry );
788
			rangeFactor = 2;
789 790 791

		}

M
Mr.doob 已提交
792
		var attribute;
M
Mr.doob 已提交
793
		var renderer = bufferRenderer;
794

795
		if ( index !== null ) {
796

M
Mr.doob 已提交
797
			attribute = attributes.get( index );
798

799
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
800
			renderer.setIndex( attribute );
801

802
		}
M
Mr.doob 已提交
803

804
		if ( updateBuffers ) {
M
Mr.doob 已提交
805

806
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
807

808
			if ( index !== null ) {
809

M
Mr.doob 已提交
810
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
811 812 813

			}

814
		}
815

816 817
		//

818
		var dataCount = 0;
819

M
Mr.doob 已提交
820
		if ( index !== null ) {
821

M
Mr.doob 已提交
822
			dataCount = index.count;
823

M
Mr.doob 已提交
824
		} else if ( position !== undefined ) {
825

M
Mr.doob 已提交
826
			dataCount = position.count;
827

M
Mr.doob 已提交
828
		}
829

M
Mr.doob 已提交
830 831
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
832

M
Mr.doob 已提交
833 834
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
835

M
Mr.doob 已提交
836 837
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
838 839 840

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

841 842
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
843
		//
844

845
		if ( object.isMesh ) {
846

847
			if ( material.wireframe === true ) {
848

849
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
850
				renderer.setMode( _gl.LINES );
851

852
			} else {
M
Mr.doob 已提交
853 854

				switch ( object.drawMode ) {
855

R
Rich Harris 已提交
856
					case TrianglesDrawMode:
B
Ben Adams 已提交
857 858 859
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
860
					case TriangleStripDrawMode:
B
Ben Adams 已提交
861 862 863
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
864
					case TriangleFanDrawMode:
B
Ben Adams 已提交
865 866 867 868
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
869

870
			}
871

872

873
		} else if ( object.isLine ) {
874

875
			var lineWidth = material.linewidth;
876

877
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
878

879
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
880

881
			if ( object.isLineSegments ) {
882

883
				renderer.setMode( _gl.LINES );
884

885 886 887 888
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

889
			} else {
890

891
				renderer.setMode( _gl.LINE_STRIP );
892 893

			}
M
Mr.doob 已提交
894

895
		} else if ( object.isPoints ) {
896 897

			renderer.setMode( _gl.POINTS );
898 899

		}
900

T
Takahiro 已提交
901
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
902 903 904

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
905
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
906

J
jfranc 已提交
907
			}
908 909 910

		} else {

M
Mr.doob 已提交
911
			renderer.render( drawStart, drawCount );
912

M
Mr.doob 已提交
913 914 915 916
		}

	};

917
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
918

T
Takahiro 已提交
919
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
920

921
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
922

923
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
924
				return;
B
Ben Adams 已提交
925

M
Mr.doob 已提交
926 927 928
			}

		}
B
Ben Adams 已提交
929

930 931
		if ( startIndex === undefined ) startIndex = 0;

932 933
		state.initAttributes();

934
		var geometryAttributes = geometry.attributes;
935

936
		var programAttributes = program.getAttributes();
937

938
		var materialDefaultAttributeValues = material.defaultAttributeValues;
939

940
		for ( var name in programAttributes ) {
941

942
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
943

M
Mr.doob 已提交
944
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
945

946
				var geometryAttribute = geometryAttributes[ name ];
947

M
Mr.doob 已提交
948
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
949

950
					var normalized = geometryAttribute.normalized;
951
					var size = geometryAttribute.itemSize;
952

M
Mr.doob 已提交
953
					var attribute = attributes.get( geometryAttribute );
954

M
Mr.doob 已提交
955 956 957
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
958

A
aardgoose 已提交
959
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
960

M
Mr.doob 已提交
961 962 963 964
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
965
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
966

967
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
968

M
Mr.doob 已提交
969
							if ( geometry.maxInstancedCount === undefined ) {
970

D
dubejf 已提交
971
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
972

M
Mr.doob 已提交
973
							}
B
Ben Adams 已提交
974

M
Mr.doob 已提交
975
						} else {
B
Ben Adams 已提交
976

M
Mr.doob 已提交
977
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
978

M
Mr.doob 已提交
979
						}
B
Ben Adams 已提交
980

M
Mr.doob 已提交
981
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
982
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
983

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

A
aardgoose 已提交
986
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
987

988
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
989

M
Mr.doob 已提交
990
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
991

D
dubejf 已提交
992
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
993

M
Mr.doob 已提交
994
							}
B
Ben Adams 已提交
995

M
Mr.doob 已提交
996 997 998 999
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
1000
						}
B
Ben Adams 已提交
1001

M
Mr.doob 已提交
1002
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1003
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
1004

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

1007 1008
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1009
					var value = materialDefaultAttributeValues[ name ];
1010

1011
					if ( value !== undefined ) {
M
Mr.doob 已提交
1012

1013
						switch ( value.length ) {
M
Mr.doob 已提交
1014

1015 1016 1017
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1018

1019 1020 1021
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1022

1023 1024 1025
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1026

1027 1028
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1029 1030

						}
M
Mr.doob 已提交
1031 1032 1033 1034 1035 1036 1037 1038

					}

				}

			}

		}
1039

1040
		state.disableUnusedAttributes();
1041

M
Mr.doob 已提交
1042 1043
	}

M
Mr.doob 已提交
1044
	// Compile
M
Mr.doob 已提交
1045

M
Mr.doob 已提交
1046
	this.compile = function ( scene, camera ) {
1047

M
Mr.doob 已提交
1048
		lights = [];
1049

M
Mr.doob 已提交
1050
		scene.traverse( function ( object ) {
G
gero3 已提交
1051 1052

			if ( object.isLight ) {
M
Mr.doob 已提交
1053 1054 1055

				lights.push( object );

G
gero3 已提交
1056
			}
M
Mr.doob 已提交
1057 1058 1059 1060 1061 1062 1063 1064 1065

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1066
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1067

G
gero3 已提交
1068
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1069 1070 1071

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

G
gero3 已提交
1072
					}
M
Mr.doob 已提交
1073

G
gero3 已提交
1074
				} else {
M
Mr.doob 已提交
1075 1076 1077

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

G
gero3 已提交
1078
				}
M
Mr.doob 已提交
1079

G
gero3 已提交
1080
			}
M
Mr.doob 已提交
1081 1082

		} );
G
gero3 已提交
1083 1084

	};
1085

M
Mr.doob 已提交
1086 1087
	// Rendering

1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101
	this.animate = function ( callback ) {

		function onFrame() {

			callback();

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

		}

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

	};

M
Mr.doob 已提交
1102
	this.render = function ( scene, camera, renderTarget, forceClear ) {
1103

0
06wj 已提交
1104
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1105

1106
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1107 1108 1109 1110 1111 1112
			return;

		}

		// reset caching for this frame

1113
		_currentGeometryProgram = '';
1114
		_currentMaterialId = - 1;
1115
		_currentCamera = null;
M
Mr.doob 已提交
1116 1117 1118

		// update scene graph

1119
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1120 1121 1122

		// update camera matrices and frustum

M
Mr.doob 已提交
1123 1124
		camera.onBeforeRender( _this );

1125
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1126

1127 1128 1129 1130 1131 1132
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1133 1134 1135
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

M
Mr.doob 已提交
1136
		lights.length = 0;
M
Mr.doob 已提交
1137 1138 1139
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1140
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1141
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1142

1143 1144 1145
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1146
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1147

1148
		currentRenderList.finish();
1149

M
Mr.doob 已提交
1150
		if ( _this.sortObjects === true ) {
1151

1152
			currentRenderList.sort();
M
Mr.doob 已提交
1153

1154 1155
		}

M
Mr.doob 已提交
1156
		//
M
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1157

T
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1158
		if ( _clippingEnabled ) _clipping.beginShadows();
T
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1159

1160 1161
		setupShadows( lights );

M
Mr.doob 已提交
1162
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1163

1164 1165
		setupLights( lights, camera );

T
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1166
		if ( _clippingEnabled ) _clipping.endShadows();
T
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1167

M
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1168 1169
		//

M
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1170
		_infoRender.frame ++;
1171 1172 1173 1174
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1175

1176 1177 1178 1179 1180 1181
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1182 1183
		this.setRenderTarget( renderTarget );

M
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1184 1185 1186 1187 1188 1189
		//

		var background = scene.background;

		if ( background === null ) {

1190
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1191

T
Takahiro 已提交
1192
		} else if ( background && background.isColor ) {
1193

1194
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1195
			forceClear = true;
1196 1197 1198 1199 1200 1201 1202 1203 1204

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
Takahiro 已提交
1205
		if ( background && background.isCubeTexture ) {
M
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1206

M
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1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

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

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
M
Mr.doob 已提交
1230 1231 1232


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1233
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1234

1235 1236
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1237
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1238

T
Takahiro 已提交
1239
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1240

M
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1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251
			if ( backgroundPlaneCamera === undefined ) {

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

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

			}

M
Mr.doob 已提交
1252 1253
			backgroundPlaneMesh.material.map = background;

1254 1255
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1256
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1257

M
Mr.doob 已提交
1258 1259
		}

1260
		//
M
Mr.doob 已提交
1261

1262 1263 1264
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1265 1266
		if ( scene.overrideMaterial ) {

1267
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1268

M
Mr.doob 已提交
1269 1270
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1271

M
Mr.doob 已提交
1272 1273 1274 1275
		} else {

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

M
Mr.doob 已提交
1276
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1277 1278 1279

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

M
Mr.doob 已提交
1280
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1281 1282 1283 1284 1285

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1286
		spritePlugin.render( scene, camera );
1287
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1288 1289 1290

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

M
Mr.doob 已提交
1291 1292
		if ( renderTarget ) {

1293
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1294 1295 1296

		}

1297
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1298

1299 1300 1301
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1302

M
Mr.doob 已提交
1303
		if ( camera.isArrayCamera ) {
1304 1305 1306 1307 1308

			_this.setScissorTest( false );

		}

M
Mr.doob 已提交
1309 1310
		camera.onAfterRender( _this );

M
Mr.doob 已提交
1311 1312 1313
		// _gl.finish();

	};
M
Mr.doob 已提交
1314

1315
	/*
M
Mr.doob 已提交
1316 1317
	// TODO Duplicated code (Frustum)

1318 1319
	var _sphere = new Sphere();

T
tschw 已提交
1320 1321 1322 1323 1324 1325 1326
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1327
		_sphere.copy( geometry.boundingSphere ).
1328
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344

		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
1345 1346

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1347 1348 1349 1350

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362

		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
1363
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1364 1365 1366 1367

		return true;

	}
1368
	*/
T
tschw 已提交
1369

M
Mr.doob 已提交
1370
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1371

M
Mr.doob 已提交
1372
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1373

1374
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1375

1376
		if ( visible ) {
1377

1378
			if ( object.isLight ) {
M
Mr.doob 已提交
1379

1380
				lights.push( object );
M
Mr.doob 已提交
1381

1382
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1383

1384
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1385

1386
					sprites.push( object );
M
Mr.doob 已提交
1387

1388
				}
M
Mr.doob 已提交
1389

1390
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1391

1392
				lensFlares.push( object );
M
Mr.doob 已提交
1393

1394
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1395

1396
				if ( sortObjects ) {
M
Mr.doob 已提交
1397

1398 1399
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1400

1401
				}
M
Mr.doob 已提交
1402

1403
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1404

1405
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1406

1407
				if ( object.isSkinnedMesh ) {
1408

1409
					object.skeleton.update();
1410

1411
				}
1412

1413
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1414

1415 1416 1417 1418 1419 1420
					if ( sortObjects ) {

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

					}
1421

1422 1423
					var geometry = objects.update( object );
					var material = object.material;
1424

1425
					if ( Array.isArray( material ) ) {
1426

1427
						var groups = geometry.groups;
1428

1429
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1430

1431 1432
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1433

1434
							if ( groupMaterial && groupMaterial.visible ) {
1435

1436 1437 1438
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1439

M
Mr.doob 已提交
1440
						}
M
Mr.doob 已提交
1441

1442
					} else if ( material.visible ) {
1443

1444
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1445

1446
					}
M
Mr.doob 已提交
1447

1448
				}
M
Mr.doob 已提交
1449

1450
			}
M
Mr.doob 已提交
1451

M
Mr.doob 已提交
1452
		}
M
Mr.doob 已提交
1453

M
Mr.doob 已提交
1454
		var children = object.children;
M
Mr.doob 已提交
1455

M
Mr.doob 已提交
1456 1457
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1458
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1459

1460
		}
1461

1462
	}
M
Mr.doob 已提交
1463

1464
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1465

M
Mr.doob 已提交
1466
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1467

1468
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1469

1470
			var object = renderItem.object;
M
Mr.doob 已提交
1471 1472 1473
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1474

1475 1476
			object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1477
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1478

M
Mr.doob 已提交
1479
				var cameras = camera.cameras;
M
Mr.doob 已提交
1480

M
Mr.doob 已提交
1481
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1482

M
Mr.doob 已提交
1483 1484
					var camera2 = cameras[ j ];
					var bounds = camera2.bounds;
M
Mr.doob 已提交
1485

1486 1487 1488 1489
					var x = bounds.x * _width;
					var y = bounds.y * _height;
					var width = bounds.z * _width;
					var height = bounds.w * _height;
1490 1491 1492

					_this.setViewport( x, y, width, height );
					_this.setScissor( x, y, width, height );
1493
					_this.setScissorTest( true );
M
Mr.doob 已提交
1494

M
Mr.doob 已提交
1495
					renderObject( object, scene, camera2, geometry, material, group );
M
Mr.doob 已提交
1496

M
Mr.doob 已提交
1497
				}
1498

M
Mr.doob 已提交
1499
			} else {
M
Mr.doob 已提交
1500

M
Mr.doob 已提交
1501
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1502

M
Mr.doob 已提交
1503
			}
M
Mr.doob 已提交
1504

1505
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1506

1507
		}
M
Mr.doob 已提交
1508

1509
	}
G
gero3 已提交
1510

M
Mr.doob 已提交
1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533
	function renderObject( object, scene, camera, geometry, material, group ) {

		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 );

		}

	}

1534
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1535

1536
		var materialProperties = properties.get( material );
G
gero3 已提交
1537

T
tschw 已提交
1538
		var parameters = programCache.getParameters(
1539
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1540

G
gero3 已提交
1541
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1542

1543
		var program = materialProperties.program;
T
tschw 已提交
1544
		var programChange = true;
1545

1546
		if ( program === undefined ) {
B
Ben Adams 已提交
1547

M
Mr.doob 已提交
1548 1549
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1550

1551
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1552

M
Mr.doob 已提交
1553
			// changed glsl or parameters
1554
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1555

G
gero3 已提交
1556
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1557

T
tschw 已提交
1558
			// same glsl and uniform list
T
tschw 已提交
1559 1560
			return;

T
tschw 已提交
1561
		} else {
B
Ben Adams 已提交
1562

T
tschw 已提交
1563 1564
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1565 1566 1567

		}

1568
		if ( programChange ) {
B
Ben Adams 已提交
1569

1570
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1571

R
Rich Harris 已提交
1572
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1573

1574
				materialProperties.shader = {
1575
					name: material.type,
1576
					uniforms: UniformsUtils.clone( shader.uniforms ),
1577 1578 1579
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1580

1581
			} else {
B
Ben Adams 已提交
1582

1583
				materialProperties.shader = {
1584 1585 1586 1587 1588
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1589

1590
			}
G
gero3 已提交
1591

1592
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1593

1594
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1595

1596 1597
			materialProperties.program = program;
			material.program = program;
1598 1599 1600

		}

1601
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1602 1603 1604 1605 1606

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1607
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1608

1609
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1623
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1624

1625
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1626 1627 1628 1629 1630 1631 1632 1633 1634

					material.numSupportedMorphNormals ++;

				}

			}

		}

1635
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1636

1637
		if ( ! material.isShaderMaterial &&
1638 1639
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1640

T
tschw 已提交
1641
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1642
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1643
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1644 1645 1646

		}

1647
		materialProperties.fog = fog;
1648

1649
		// store the light setup it was created for
1650

1651
		materialProperties.lightsHash = _lights.hash;
1652

M
Mr.doob 已提交
1653
		if ( material.lights ) {
1654 1655 1656 1657 1658 1659

			// 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;
1660
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1661
			uniforms.pointLights.value = _lights.point;
1662 1663
			uniforms.hemisphereLights.value = _lights.hemi;

1664 1665 1666 1667 1668 1669
			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;
1670
			// TODO (abelnation): add area lights shadow info to uniforms
1671

1672 1673
		}

T
tschw 已提交
1674 1675
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1676
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1677

T
tschw 已提交
1678
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1679

M
Mr.doob 已提交
1680
	}
M
Mr.doob 已提交
1681

1682
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1683 1684 1685

		_usedTextureUnits = 0;

1686
		var materialProperties = properties.get( material );
1687

T
tschw 已提交
1688 1689 1690 1691 1692
		if ( _clippingEnabled ) {

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

				var useCache =
1693 1694
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1695 1696 1697 1698

				// 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
1699
				_clipping.setState(
1700 1701
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1702 1703 1704 1705 1706

			}

		}

1707
		if ( material.needsUpdate === false ) {
1708

1709
			if ( materialProperties.program === undefined ) {
1710

1711
				material.needsUpdate = true;
1712

1713
			} else if ( material.fog && materialProperties.fog !== fog ) {
1714

M
Mr.doob 已提交
1715
				material.needsUpdate = true;
1716

1717
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1718

1719
				material.needsUpdate = true;
1720

1721
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1722
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1723
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1724 1725 1726

				material.needsUpdate = true;

1727
			}
1728 1729 1730 1731

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1732

1733
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1734 1735 1736 1737
			material.needsUpdate = false;

		}

1738
		var refreshProgram = false;
M
Mr.doob 已提交
1739
		var refreshMaterial = false;
1740
		var refreshLights = false;
M
Mr.doob 已提交
1741

1742
		var program = materialProperties.program,
1743
			p_uniforms = program.getUniforms(),
1744
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1745

1746
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1747

1748 1749
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1750

1751
			refreshProgram = true;
M
Mr.doob 已提交
1752
			refreshMaterial = true;
1753
			refreshLights = true;
M
Mr.doob 已提交
1754 1755 1756 1757 1758 1759

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1760

M
Mr.doob 已提交
1761 1762 1763 1764
			refreshMaterial = true;

		}

1765
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1766

M
Mr.doob 已提交
1767
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1768

G
gero3 已提交
1769
			if ( capabilities.logarithmicDepthBuffer ) {
1770

T
tschw 已提交
1771
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1772
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1773 1774 1775 1776

			}


1777 1778 1779 1780 1781 1782 1783 1784 1785
			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
1786
				refreshLights = true;		// remains set until update done
1787 1788

			}
M
Mr.doob 已提交
1789

1790 1791 1792
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1793
			if ( material.isShaderMaterial ||
1794 1795 1796
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1797

T
tschw 已提交
1798 1799 1800
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1801

T
tschw 已提交
1802
					uCamPos.setValue( _gl,
1803
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1804 1805 1806 1807 1808

				}

			}

1809
			if ( material.isMeshPhongMaterial ||
1810 1811 1812 1813
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1814
				material.skinning ) {
1815

T
tschw 已提交
1816
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1817 1818 1819

			}

M
Mr.doob 已提交
1820 1821
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1822

M
Mr.doob 已提交
1823 1824 1825 1826 1827 1828
		}

		// 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

1829
		if ( material.skinning ) {
M
Mr.doob 已提交
1830

T
tschw 已提交
1831 1832
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1833

T
tschw 已提交
1834
			var skeleton = object.skeleton;
1835

T
tschw 已提交
1836
			if ( skeleton ) {
1837

1838 1839
				var bones = skeleton.bones;

1840
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1841

1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866
					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
1867 1868
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1869

T
tschw 已提交
1870
				} else {
M
Mr.doob 已提交
1871

T
tschw 已提交
1872
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1873 1874 1875 1876 1877 1878 1879 1880 1881

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1882
			if ( material.lights ) {
M
Mr.doob 已提交
1883

1884
				// the current material requires lighting info
M
Mr.doob 已提交
1885

T
tschw 已提交
1886 1887 1888 1889 1890 1891
				// 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
1892

T
tschw 已提交
1893
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1894

T
tschw 已提交
1895
			}
G
gero3 已提交
1896

T
tschw 已提交
1897
			// refresh uniforms common to several materials
G
gero3 已提交
1898

T
tschw 已提交
1899
			if ( fog && material.fog ) {
G
gero3 已提交
1900

T
tschw 已提交
1901
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1902 1903 1904

			}

1905
			if ( material.isMeshBasicMaterial ||
1906 1907 1908
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1909
				material.isMeshNormalMaterial ||
1910
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1911 1912 1913 1914 1915 1916 1917

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1918
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1919 1920 1921

				refreshUniformsLine( m_uniforms, material );

1922
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1923 1924 1925 1926

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

1927
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1928

M
Mr.doob 已提交
1929
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1930

1931
			} else if ( material.isMeshLambertMaterial ) {
1932 1933 1934

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1935 1936 1937 1938
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1939 1940 1941 1942
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1943
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1944 1945 1946

				refreshUniformsPhysical( m_uniforms, material );

1947
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1948

1949
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1950

1951
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1952

1953 1954 1955 1956 1957 1958 1959 1960
				if ( material.displacementMap ) {

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

				}

1961
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1962

1963
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1964 1965 1966

			}

M
Mr.doob 已提交
1967 1968 1969 1970 1971 1972
			// 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
Rich Harris 已提交
1973
			WebGLUniforms.upload(
1974
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1975 1976 1977

		}

M
Mr.doob 已提交
1978

T
tschw 已提交
1979
		// common matrices
M
Mr.doob 已提交
1980

M
Mr.doob 已提交
1981 1982
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1983
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1984

T
tschw 已提交
1985
		return program;
A
arose 已提交
1986 1987 1988

	}

M
Mr.doob 已提交
1989 1990
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1991
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1992 1993 1994

		uniforms.opacity.value = material.opacity;

1995
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1996

1997
		if ( material.emissive ) {
M
Mr.doob 已提交
1998

1999
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
2000 2001 2002

		}

2003 2004 2005
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
2006

2007 2008 2009 2010 2011 2012 2013
		if ( material.lightMap ) {

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

		}

2014
		if ( material.aoMap ) {
2015

2016 2017
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2018 2019 2020

		}

M
Mr.doob 已提交
2021
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2022 2023 2024 2025 2026
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2027
		// 6. emissive map
M
Mr.doob 已提交
2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2039 2040 2041 2042
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2043 2044 2045 2046 2047 2048 2049 2050
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2051 2052 2053 2054 2055 2056 2057 2058
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2059 2060 2061 2062
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2063 2064 2065 2066
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2067 2068 2069 2070
		}

		if ( uvScaleMap !== undefined ) {

2071
			// backwards compatibility
2072
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2073 2074 2075 2076 2077

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2078 2079 2080 2081 2082 2083 2084 2085
			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;
2086 2087 2088 2089 2090

		// 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
2091
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2092

2093
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2094 2095
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2096
	}
M
Mr.doob 已提交
2097

M
Mr.doob 已提交
2098
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2099 2100 2101 2102

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

M
Mr.doob 已提交
2103
	}
M
Mr.doob 已提交
2104

M
Mr.doob 已提交
2105
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2106 2107 2108 2109 2110

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

M
Mr.doob 已提交
2111
	}
M
Mr.doob 已提交
2112

M
Mr.doob 已提交
2113
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2114

2115
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2116
		uniforms.opacity.value = material.opacity;
2117
		uniforms.size.value = material.size * _pixelRatio;
2118
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2119 2120 2121

		uniforms.map.value = material.map;

2122 2123 2124 2125 2126 2127 2128 2129 2130
		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
2131
	}
M
Mr.doob 已提交
2132

M
Mr.doob 已提交
2133
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2134 2135 2136

		uniforms.fogColor.value = fog.color;

2137
		if ( fog.isFog ) {
M
Mr.doob 已提交
2138 2139 2140 2141

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

2142
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2143 2144 2145 2146 2147

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2148
	}
M
Mr.doob 已提交
2149

M
Mr.doob 已提交
2150
	function refreshUniformsLambert( uniforms, material ) {
2151 2152 2153 2154 2155 2156 2157 2158 2159

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2160
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2161

2162
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2163
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2164

2165
		if ( material.emissiveMap ) {
2166

2167
			uniforms.emissiveMap.value = material.emissiveMap;
2168

2169
		}
M
Mr.doob 已提交
2170

2171 2172 2173 2174
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2175

2176
		}
M
Mr.doob 已提交
2177

2178 2179 2180 2181 2182 2183
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2184

2185 2186 2187 2188 2189
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2190

2191
		}
2192

T
Takahiro 已提交
2193 2194 2195 2196 2197 2198
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2199
		if ( material.gradientMap ) {
T
Takahiro 已提交
2200

T
Takahiro 已提交
2201
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2202 2203 2204

		}

2205 2206
	}

M
Mr.doob 已提交
2207
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260

		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
2261
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2262

2263 2264 2265
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2266 2267 2268 2269
		refreshUniformsStandard( uniforms, material );

	}

2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295
	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;

		}

	}

2296 2297
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2298
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2299

M
Mr.doob 已提交
2300
		uniforms.ambientLightColor.needsUpdate = value;
2301

B
Ben Houston 已提交
2302 2303 2304
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2305
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2306
		uniforms.hemisphereLights.needsUpdate = value;
2307

M
Mr.doob 已提交
2308
	}
2309

T
tschw 已提交
2310
	// Lighting
M
Mr.doob 已提交
2311

M
Mr.doob 已提交
2312
	function setupShadows( lights ) {
2313 2314 2315 2316 2317 2318 2319 2320 2321

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

M
Mr.doob 已提交
2322 2323
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2324 2325 2326 2327 2328 2329 2330 2331 2332

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2333
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2334

M
Mr.doob 已提交
2335
		var l, ll, light, shadow,
2336 2337 2338 2339 2340
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2341

2342
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2343

M
Mr.doob 已提交
2344 2345 2346 2347 2348
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2349 2350 2351 2352 2353 2354 2355 2356 2357

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

			light = lights[ l ];

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

2358
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2359

2360
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2361

2362 2363 2364
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2365

2366
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2367

M
Mr.doob 已提交
2368
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2369

2370
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2371
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2372
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2373 2374 2375
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2376
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2377

2378
				if ( light.castShadow ) {
M
Mr.doob 已提交
2379

M
Mr.doob 已提交
2380 2381 2382 2383 2384
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2385

2386 2387
				}

2388
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2389
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2390 2391 2392
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2393

2394
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2395

M
Mr.doob 已提交
2396
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2397 2398 2399

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2400

M
Mr.doob 已提交
2401 2402 2403 2404 2405 2406 2407 2408
				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 );

2409 2410
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2411
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2412

2413
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2414

2415 2416
				if ( light.castShadow ) {

M
Mr.doob 已提交
2417 2418 2419 2420 2421
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2422

2423 2424
				}

2425
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2426
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2427 2428 2429
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2430

2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

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

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

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

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

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

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

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

M
Mr.doob 已提交
2461 2462 2463
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2464

2465
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2466

M
Mr.doob 已提交
2467
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2468

M
Mr.doob 已提交
2469 2470
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2471

M
Mr.doob 已提交
2472 2473
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2474 2475
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2476
				uniforms.shadow = light.castShadow;
2477

M
Mr.doob 已提交
2478
				if ( light.castShadow ) {
2479

M
Mr.doob 已提交
2480 2481 2482 2483 2484
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2485 2486

				}
2487

2488
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2489
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2490 2491 2492
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2493

2494
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2495

M
Mr.doob 已提交
2496
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2497 2498 2499 2500

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2501

M
Mr.doob 已提交
2502 2503
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2504

M
Mr.doob 已提交
2505 2506 2507
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2508 2509 2510 2511 2512

			}

		}

M
Mr.doob 已提交
2513 2514 2515
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2516

M
Mr.doob 已提交
2517 2518
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2519
		_lights.rectArea.length = rectAreaLength;
2520
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2521
		_lights.hemi.length = hemiLength;
2522

2523 2524
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2525

M
Mr.doob 已提交
2526
	}
M
Mr.doob 已提交
2527 2528 2529 2530 2531

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2532
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2533
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2534 2535 2536 2537 2538

	};

	// Textures

T
tschw 已提交
2539 2540 2541 2542 2543 2544
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2545
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2546 2547 2548 2549 2550 2551 2552 2553 2554

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2555
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2556

2557
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2558
	this.setTexture2D = ( function () {
T
tschw 已提交
2559

2560
		var warned = false;
T
tschw 已提交
2561

2562
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2563
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2564

T
Takahiro 已提交
2565
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2566

2567
				if ( ! warned ) {
T
tschw 已提交
2568

2569 2570
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2571

2572
				}
T
tschw 已提交
2573

2574
				texture = texture.texture;
T
tschw 已提交
2575

2576
			}
T
tschw 已提交
2577

2578
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2579

2580
		};
T
tschw 已提交
2581

2582
	}() );
T
tschw 已提交
2583

M
Mr.doob 已提交
2584
	this.setTexture = ( function () {
2585 2586 2587

		var warned = false;

W
WestLangley 已提交
2588
		return function setTexture( texture, slot ) {
2589 2590 2591 2592 2593 2594 2595 2596

			if ( ! warned ) {

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

			}

2597
			textures.setTexture2D( texture, slot );
2598 2599 2600 2601 2602

		};

	}() );

M
Mr.doob 已提交
2603
	this.setTextureCube = ( function () {
2604 2605 2606

		var warned = false;

W
WestLangley 已提交
2607
		return function setTextureCube( texture, slot ) {
2608 2609

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2610
			if ( texture && texture.isWebGLRenderTargetCube ) {
2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624

				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
2625
			if ( ( texture && texture.isCubeTexture ) ||
2626
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2627 2628 2629 2630

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2631
				textures.setTextureCube( texture, slot );
2632 2633 2634 2635 2636

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2637
				textures.setTextureCubeDynamic( texture, slot );
2638 2639 2640 2641 2642 2643

			}

		};

	}() );
T
tschw 已提交
2644

2645
	this.getRenderTarget = function () {
2646 2647 2648

		return _currentRenderTarget;

M
Michael Herzog 已提交
2649
	};
2650

2651
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2652

2653 2654
		_currentRenderTarget = renderTarget;

2655
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2656

2657
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2658 2659 2660

		}

T
Takahiro 已提交
2661
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2662
		var framebuffer;
M
Mr.doob 已提交
2663 2664 2665

		if ( renderTarget ) {

2666
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2667

M
Mr.doob 已提交
2668 2669
			if ( isCube ) {

2670
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2671 2672 2673

			} else {

2674
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2675 2676 2677

			}

2678 2679
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2680

2681
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2682 2683 2684 2685 2686

		} else {

			framebuffer = null;

2687
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2688
			_currentScissorTest = _scissorTest;
2689

2690
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2691 2692 2693

		}

M
Mr.doob 已提交
2694
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2695 2696 2697 2698 2699 2700

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

		}

2701 2702
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2703

0
06wj 已提交
2704
		state.viewport( _currentViewport );
2705

M
Mr.doob 已提交
2706 2707 2708
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2709
			_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
2710 2711 2712

		}

M
Mr.doob 已提交
2713 2714
	};

M
Mr.doob 已提交
2715
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2716

0
06wj 已提交
2717
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2718

2719
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2720
			return;
2721

G
gero3 已提交
2722
		}
2723

M
Mr.doob 已提交
2724
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2725

M
Mr.doob 已提交
2726
		if ( framebuffer ) {
2727

G
gero3 已提交
2728
			var restore = false;
2729

M
Mr.doob 已提交
2730
			if ( framebuffer !== _currentFramebuffer ) {
2731

M
Mr.doob 已提交
2732
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2733

G
gero3 已提交
2734
				restore = true;
2735

G
gero3 已提交
2736
			}
2737

M
Mr.doob 已提交
2738
			try {
2739

M
Mr.doob 已提交
2740
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2741 2742
				var textureFormat = texture.format;
				var textureType = texture.type;
2743

M
Mr.doob 已提交
2744
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2745

M
Mr.doob 已提交
2746 2747
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2748

M
Mr.doob 已提交
2749
				}
2750

M
Mr.doob 已提交
2751
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2752 2753
					! ( 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' ) ) ) {
2754

M
Mr.doob 已提交
2755 2756
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2757

M
Mr.doob 已提交
2758
				}
2759

M
Mr.doob 已提交
2760
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2761

2762 2763
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2764
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2765

M
Mr.doob 已提交
2766
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2767 2768

					}
2769

M
Mr.doob 已提交
2770
				} else {
M
Mr.doob 已提交
2771

M
Mr.doob 已提交
2772 2773 2774
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2775

M
Mr.doob 已提交
2776
			} finally {
M
Mr.doob 已提交
2777

M
Mr.doob 已提交
2778 2779 2780
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2781

M
Mr.doob 已提交
2782 2783 2784
				}

			}
M
Mr.doob 已提交
2785 2786 2787

		}

M
Mr.doob 已提交
2788 2789
	};

M
Mr.doob 已提交
2790 2791
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2792
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2793

2794 2795
		var extension;

R
Rich Harris 已提交
2796 2797 2798
		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
2799

R
Rich Harris 已提交
2800 2801 2802
		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
2803

R
Rich Harris 已提交
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		if ( p === LinearFilter ) return _gl.LINEAR;
		if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
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		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
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		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
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2820
		if ( p === HalfFloatType ) {
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2822
			extension = extensions.get( 'OES_texture_half_float' );
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2824
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2825 2826 2827

		}

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		if ( p === AlphaFormat ) return _gl.ALPHA;
		if ( p === RGBFormat ) return _gl.RGB;
		if ( p === RGBAFormat ) return _gl.RGBA;
		if ( p === LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
		if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
2834
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
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		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
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		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
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		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
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		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
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			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
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2858 2859 2860 2861 2862 2863 2864 2865
			if ( extension !== null ) {

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

			}
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		}

2869
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2870
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
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2872
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2874 2875 2876 2877 2878 2879 2880 2881
			if ( extension !== null ) {

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

			}
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		}

2885
		if ( p === RGB_ETC1_Format ) {
2886

2887
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2888

2889
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2890 2891 2892

		}

2893 2894 2895
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2896

2897
			if ( extension !== null ) {
2898

2899 2900 2901 2902
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2903 2904 2905

		}

2906
		if ( p === UnsignedInt248Type ) {
2907

2908
			extension = extensions.get( 'WEBGL_depth_texture' );
2909

2910
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2911 2912 2913

		}

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		return 0;

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	}
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}
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export { WebGLRenderer };