WebGLRenderer.js 66.7 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, 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';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLBackground } from './webgl/WebGLBackground';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
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import { WebVRManager } from './webvr/WebVRManager';
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import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';

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/**
 * @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 = '',
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		_currentCamera = null,
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		_currentArrayCamera = 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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		_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 background = new WebGLBackground( this, state, objects, _premultipliedAlpha );
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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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	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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	}
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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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	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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	this.getClearColor = background.getClearColor;
	this.setClearColor = background.setClearColor;
	this.getClearAlpha = background.getClearAlpha;
	this.setClearAlpha = background.setClearAlpha;
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	this.clear = function ( color, depth, stencil ) {

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// 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 );
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		}

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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

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

		if ( object.hasNormals ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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Mr.doob 已提交
605

606
			if ( ! material.isMeshPhongMaterial &&
607
				! material.isMeshStandardMaterial &&
608
				! material.isMeshNormalMaterial &&
609
				material.shading === FlatShading ) {
M
Mr.doob 已提交
610

611
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
612

613
					var array = object.normalArray;
M
Mr.doob 已提交
614

615 616 617
					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
618

619 620 621
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
622

623 624 625
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
626

627 628 629
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
630 631 632 633 634 635

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
636

637
			state.enableAttribute( programAttributes.normal );
638

639
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
640 641 642 643 644

		}

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

645
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
646
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
647

648
			state.enableAttribute( programAttributes.uv );
649

650
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
651 652 653

		}

R
Rich Harris 已提交
654
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
655

656
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
657
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
658

659
			state.enableAttribute( programAttributes.color );
660

661
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
662 663 664

		}

665
		state.disableUnusedAttributes();
666

M
Mr.doob 已提交
667 668 669 670 671 672
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
673 674 675 676 677 678
	function absNumericalSort( a, b ) {

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

	}

679
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
680

681
		state.setMaterial( material );
M
Mr.doob 已提交
682

M
Mr.doob 已提交
683
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
684
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
685

M
Mr.doob 已提交
686
		var updateBuffers = false;
M
Mr.doob 已提交
687 688 689 690 691 692 693 694 695 696 697 698 699 700

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
701 702
			// TODO Remove allocations

M
Mr.doob 已提交
703 704 705 706 707 708 709 710 711
			var activeInfluences = [];

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

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

			}

712
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
713 714 715 716 717 718 719

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

720 721
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
722 723 724 725 726 727 728
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

729
					var index = influence[ 1 ];
M
Mr.doob 已提交
730

731 732
					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
733 734 735

				} else {

736 737
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
738 739 740 741 742

				}

			}

743 744 745 746 747 748
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
749
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
750 751 752 753 754

			updateBuffers = true;

		}

755 756
		//

757
		var index = geometry.index;
758
		var position = geometry.attributes.position;
759
		var rangeFactor = 1;
760

761 762
		if ( material.wireframe === true ) {

763
			index = geometries.getWireframeAttribute( geometry );
764
			rangeFactor = 2;
765 766 767

		}

M
Mr.doob 已提交
768
		var attribute;
M
Mr.doob 已提交
769
		var renderer = bufferRenderer;
770

771
		if ( index !== null ) {
772

M
Mr.doob 已提交
773
			attribute = attributes.get( index );
774

775
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
776
			renderer.setIndex( attribute );
777

778
		}
M
Mr.doob 已提交
779

780
		if ( updateBuffers ) {
M
Mr.doob 已提交
781

782
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
783

784
			if ( index !== null ) {
785

M
Mr.doob 已提交
786
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
787 788 789

			}

790
		}
791

792 793
		//

794
		var dataCount = 0;
795

M
Mr.doob 已提交
796
		if ( index !== null ) {
797

M
Mr.doob 已提交
798
			dataCount = index.count;
799

M
Mr.doob 已提交
800
		} else if ( position !== undefined ) {
801

M
Mr.doob 已提交
802
			dataCount = position.count;
803

M
Mr.doob 已提交
804
		}
805

M
Mr.doob 已提交
806 807
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
808

M
Mr.doob 已提交
809 810
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
811

M
Mr.doob 已提交
812 813
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
814 815 816

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

817 818
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
819
		//
820

821
		if ( object.isMesh ) {
822

823
			if ( material.wireframe === true ) {
824

825
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
826
				renderer.setMode( _gl.LINES );
827

828
			} else {
M
Mr.doob 已提交
829 830

				switch ( object.drawMode ) {
831

R
Rich Harris 已提交
832
					case TrianglesDrawMode:
B
Ben Adams 已提交
833 834 835
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
836
					case TriangleStripDrawMode:
B
Ben Adams 已提交
837 838 839
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
840
					case TriangleFanDrawMode:
B
Ben Adams 已提交
841 842 843 844
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
845

846
			}
847

848

849
		} else if ( object.isLine ) {
850

851
			var lineWidth = material.linewidth;
852

853
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
854

855
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
856

857
			if ( object.isLineSegments ) {
858

859
				renderer.setMode( _gl.LINES );
860

861 862 863 864
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

865
			} else {
866

867
				renderer.setMode( _gl.LINE_STRIP );
868 869

			}
M
Mr.doob 已提交
870

871
		} else if ( object.isPoints ) {
872 873

			renderer.setMode( _gl.POINTS );
874 875

		}
876

T
Takahiro 已提交
877
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
878 879 880

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
881
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
882

J
jfranc 已提交
883
			}
884 885 886

		} else {

M
Mr.doob 已提交
887
			renderer.render( drawStart, drawCount );
888

M
Mr.doob 已提交
889 890 891 892
		}

	};

893
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
894

T
Takahiro 已提交
895
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
896

897
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
898

899
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
900
				return;
B
Ben Adams 已提交
901

M
Mr.doob 已提交
902 903 904
			}

		}
B
Ben Adams 已提交
905

906 907
		if ( startIndex === undefined ) startIndex = 0;

908 909
		state.initAttributes();

910
		var geometryAttributes = geometry.attributes;
911

912
		var programAttributes = program.getAttributes();
913

914
		var materialDefaultAttributeValues = material.defaultAttributeValues;
915

916
		for ( var name in programAttributes ) {
917

918
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
919

M
Mr.doob 已提交
920
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
921

922
				var geometryAttribute = geometryAttributes[ name ];
923

M
Mr.doob 已提交
924
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
925

926
					var normalized = geometryAttribute.normalized;
927
					var size = geometryAttribute.itemSize;
928

M
Mr.doob 已提交
929
					var attribute = attributes.get( geometryAttribute );
930

M
Mr.doob 已提交
931 932 933
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
934

A
aardgoose 已提交
935
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
936

M
Mr.doob 已提交
937 938 939 940
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
941
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
942

943
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
944

M
Mr.doob 已提交
945
							if ( geometry.maxInstancedCount === undefined ) {
946

D
dubejf 已提交
947
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
948

M
Mr.doob 已提交
949
							}
B
Ben Adams 已提交
950

M
Mr.doob 已提交
951
						} else {
B
Ben Adams 已提交
952

M
Mr.doob 已提交
953
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
954

M
Mr.doob 已提交
955
						}
B
Ben Adams 已提交
956

M
Mr.doob 已提交
957
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
958
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
959

M
Mr.doob 已提交
960
					} else {
B
Ben Adams 已提交
961

A
aardgoose 已提交
962
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
963

964
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
965

M
Mr.doob 已提交
966
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
967

D
dubejf 已提交
968
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
969

M
Mr.doob 已提交
970
							}
B
Ben Adams 已提交
971

M
Mr.doob 已提交
972 973 974 975
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
976
						}
B
Ben Adams 已提交
977

M
Mr.doob 已提交
978
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
979
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
980

B
Ben Adams 已提交
981
					}
M
Mr.doob 已提交
982

983 984
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
985
					var value = materialDefaultAttributeValues[ name ];
986

987
					if ( value !== undefined ) {
M
Mr.doob 已提交
988

989
						switch ( value.length ) {
M
Mr.doob 已提交
990

991 992 993
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
994

995 996 997
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
998

999 1000 1001
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1002

1003 1004
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1005 1006

						}
M
Mr.doob 已提交
1007 1008 1009 1010 1011 1012 1013 1014

					}

				}

			}

		}
1015

1016
		state.disableUnusedAttributes();
1017

M
Mr.doob 已提交
1018 1019
	}

M
Mr.doob 已提交
1020
	// Compile
M
Mr.doob 已提交
1021

M
Mr.doob 已提交
1022
	this.compile = function ( scene, camera ) {
1023

M
Mr.doob 已提交
1024
		lights = [];
1025

M
Mr.doob 已提交
1026
		scene.traverse( function ( object ) {
G
gero3 已提交
1027 1028

			if ( object.isLight ) {
M
Mr.doob 已提交
1029 1030 1031

				lights.push( object );

G
gero3 已提交
1032
			}
M
Mr.doob 已提交
1033 1034 1035 1036 1037 1038 1039 1040 1041

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1042
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1043

G
gero3 已提交
1044
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1045 1046 1047

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

G
gero3 已提交
1048
					}
M
Mr.doob 已提交
1049

G
gero3 已提交
1050
				} else {
M
Mr.doob 已提交
1051 1052 1053

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

G
gero3 已提交
1054
				}
M
Mr.doob 已提交
1055

G
gero3 已提交
1056
			}
M
Mr.doob 已提交
1057 1058

		} );
G
gero3 已提交
1059 1060

	};
1061

M
Mr.doob 已提交
1062 1063
	// Rendering

1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077
	this.animate = function ( callback ) {

		function onFrame() {

			callback();

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

		}

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

	};

M
Mr.doob 已提交
1078
	this.render = function ( scene, camera, renderTarget, forceClear ) {
1079

0
06wj 已提交
1080
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1081

1082
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1083 1084 1085 1086 1087 1088
			return;

		}

		// reset caching for this frame

1089
		_currentGeometryProgram = '';
1090
		_currentMaterialId = - 1;
1091
		_currentCamera = null;
M
Mr.doob 已提交
1092 1093 1094

		// update scene graph

1095
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1096 1097 1098

		// update camera matrices and frustum

1099
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1100

1101 1102 1103 1104 1105 1106
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1107 1108 1109
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

M
Mr.doob 已提交
1110
		lights.length = 0;
M
Mr.doob 已提交
1111 1112 1113
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1114
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1115
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1116

1117 1118 1119
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1120
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1121

1122
		currentRenderList.finish();
1123

M
Mr.doob 已提交
1124
		if ( _this.sortObjects === true ) {
1125

1126
			currentRenderList.sort();
M
Mr.doob 已提交
1127

1128 1129
		}

M
Mr.doob 已提交
1130
		//
M
Mr.doob 已提交
1131

T
tschw 已提交
1132
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1133

1134 1135
		setupShadows( lights );

M
Mr.doob 已提交
1136
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1137

1138 1139
		setupLights( lights, camera );

T
tschw 已提交
1140
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1141

M
Mr.doob 已提交
1142 1143
		//

M
Mr.doob 已提交
1144
		_infoRender.frame ++;
1145 1146 1147 1148
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1149

1150 1151 1152 1153 1154 1155
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1156 1157
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1158 1159
		//

1160
		background.render( scene, camera, forceClear );
M
Mr.doob 已提交
1161

1162
		// render scene
M
Mr.doob 已提交
1163

1164 1165
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
M
Mr.doob 已提交
1166

1167
		if ( scene.overrideMaterial ) {
M
Mr.doob 已提交
1168

1169
			var overrideMaterial = scene.overrideMaterial;
1170

1171 1172
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
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1173

1174
		} else {
M
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1175

1176
			// opaque pass (front-to-back order)
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1177

1178
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
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1179

1180
			// transparent pass (back-to-front order)
1181

1182
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
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1183 1184 1185 1186 1187

		}

		// custom render plugins (post pass)

M
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1188
		spritePlugin.render( scene, camera );
1189
		lensFlarePlugin.render( scene, camera, _currentViewport );
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1190 1191 1192

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

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1193 1194
		if ( renderTarget ) {

1195
			textures.updateRenderTargetMipmap( renderTarget );
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1196 1197 1198

		}

1199
		// Ensure depth buffer writing is enabled so it can be cleared on next render
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1200

1201 1202 1203
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
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1204

M
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1205
		if ( camera.isArrayCamera ) {
1206 1207 1208 1209 1210

			_this.setScissorTest( false );

		}

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1211 1212 1213 1214 1215
		if ( vr.enabled ) {

			vr.submitFrame();

		}
M
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1216

M
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1217 1218 1219
		// _gl.finish();

	};
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1220

1221
	/*
M
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1222 1223
	// TODO Duplicated code (Frustum)

1224 1225
	var _sphere = new Sphere();

T
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1226 1227 1228 1229 1230 1231 1232
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
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1233
		_sphere.copy( geometry.boundingSphere ).
1234
		applyMatrix4( object.matrixWorld );
M
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1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
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1251 1252

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1253 1254 1255 1256

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268

		var planes = _this.clippingPlanes,

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

		do {

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

T
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1269
		} while ( ++ i !== numPlanes );
T
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1270 1271 1272 1273

		return true;

	}
1274
	*/
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1275

M
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1276
	function projectObject( object, camera, sortObjects ) {
M
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1277

M
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1278
		if ( ! object.visible ) return;
M
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1279

1280
		var visible = object.layers.test( camera.layers );
M
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1281

1282
		if ( visible ) {
1283

1284
			if ( object.isLight ) {
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1285

1286
				lights.push( object );
M
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1287

1288
			} else if ( object.isSprite ) {
M
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1289

1290
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1291

1292
					sprites.push( object );
M
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1293

1294
				}
M
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1295

1296
			} else if ( object.isLensFlare ) {
M
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1297

1298
				lensFlares.push( object );
M
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1299

1300
			} else if ( object.isImmediateRenderObject ) {
M
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1301

1302
				if ( sortObjects ) {
M
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1303

1304 1305
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
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1306

1307
				}
M
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1308

1309
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1310

1311
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1312

1313
				if ( object.isSkinnedMesh ) {
1314

1315
					object.skeleton.update();
1316

1317
				}
1318

1319
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1320

1321 1322 1323 1324 1325 1326
					if ( sortObjects ) {

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

					}
1327

1328 1329
					var geometry = objects.update( object );
					var material = object.material;
1330

1331
					if ( Array.isArray( material ) ) {
1332

1333
						var groups = geometry.groups;
1334

1335
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
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1336

1337 1338
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1339

1340
							if ( groupMaterial && groupMaterial.visible ) {
1341

1342 1343 1344
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1345

M
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1346
						}
M
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1347

1348
					} else if ( material.visible ) {
1349

1350
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1351

1352
					}
M
Mr.doob 已提交
1353

1354
				}
M
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1355

1356
			}
M
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1357

M
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1358
		}
M
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1359

M
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1360
		var children = object.children;
M
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1361

M
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1362 1363
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
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1364
			projectObject( children[ i ], camera, sortObjects );
M
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1365

1366
		}
1367

1368
	}
M
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1369

1370
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
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1371

1372
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1373

1374
			var renderItem = renderList[ i ];
1375

1376 1377 1378 1379
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1380

1381
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1382

1383 1384
				_currentArrayCamera = camera;

1385
				var cameras = camera.cameras;
1386

1387
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1388

1389
					var camera2 = cameras[ j ];
M
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1390

1391
					if ( object.layers.test( camera2.layers ) ) {
1392

1393
						var bounds = camera2.bounds;
M
Mr.doob 已提交
1394

1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;

						_this.setViewport( x, y, width, height );
						_this.setScissor( x, y, width, height );
						_this.setScissorTest( true );

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

					}
M
Mr.doob 已提交
1407

1408
				}
1409

1410
			} else {
M
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1411

1412 1413
				_currentArrayCamera = null;

1414
				renderObject( object, scene, camera, geometry, material, group );
M
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1415

1416
			}
M
Mr.doob 已提交
1417

1418
		}
M
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1419

1420
	}
G
gero3 已提交
1421

M
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1422 1423 1424 1425 1426
	function renderObject( object, scene, camera, geometry, material, group ) {

		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

M
Mr.doob 已提交
1427 1428
		object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
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1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444
		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

M
Mr.doob 已提交
1445 1446
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
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1447 1448
	}

1449
	function initMaterial( material, fog, object ) {
M
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1450

1451
		var materialProperties = properties.get( material );
G
gero3 已提交
1452

T
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1453
		var parameters = programCache.getParameters(
1454
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1455

G
gero3 已提交
1456
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1457

1458
		var program = materialProperties.program;
T
tschw 已提交
1459
		var programChange = true;
1460

1461
		if ( program === undefined ) {
B
Ben Adams 已提交
1462

M
Mr.doob 已提交
1463 1464
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1465

1466
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1467

M
Mr.doob 已提交
1468
			// changed glsl or parameters
1469
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1470

G
gero3 已提交
1471
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1472

T
tschw 已提交
1473
			// same glsl and uniform list
T
tschw 已提交
1474 1475
			return;

T
tschw 已提交
1476
		} else {
B
Ben Adams 已提交
1477

T
tschw 已提交
1478 1479
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1480 1481 1482

		}

1483
		if ( programChange ) {
B
Ben Adams 已提交
1484

1485
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1486

R
Rich Harris 已提交
1487
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1488

1489
				materialProperties.shader = {
1490
					name: material.type,
1491
					uniforms: UniformsUtils.clone( shader.uniforms ),
1492 1493 1494
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1495

1496
			} else {
B
Ben Adams 已提交
1497

1498
				materialProperties.shader = {
1499 1500 1501 1502 1503
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1504

1505
			}
G
gero3 已提交
1506

1507
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1508

1509
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1510

1511 1512
			materialProperties.program = program;
			material.program = program;
1513 1514 1515

		}

1516
		var programAttributes = program.getAttributes();
M
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1517 1518 1519 1520 1521

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1522
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1523

1524
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
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1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1538
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1539

1540
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1541 1542 1543 1544 1545 1546 1547 1548 1549

					material.numSupportedMorphNormals ++;

				}

			}

		}

1550
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1551

1552
		if ( ! material.isShaderMaterial &&
1553 1554
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1555

T
tschw 已提交
1556
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1557
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1558
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1559 1560 1561

		}

1562
		materialProperties.fog = fog;
1563

1564
		// store the light setup it was created for
1565

1566
		materialProperties.lightsHash = _lights.hash;
1567

M
Mr.doob 已提交
1568
		if ( material.lights ) {
1569 1570 1571 1572 1573 1574

			// 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;
1575
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1576
			uniforms.pointLights.value = _lights.point;
1577 1578
			uniforms.hemisphereLights.value = _lights.hemi;

1579 1580 1581 1582 1583 1584
			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;
1585
			// TODO (abelnation): add area lights shadow info to uniforms
1586

1587 1588
		}

T
tschw 已提交
1589 1590
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1591
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1592

T
tschw 已提交
1593
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1594

M
Mr.doob 已提交
1595
	}
M
Mr.doob 已提交
1596

1597
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1598 1599 1600

		_usedTextureUnits = 0;

1601
		var materialProperties = properties.get( material );
1602

T
tschw 已提交
1603 1604 1605 1606 1607
		if ( _clippingEnabled ) {

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

				var useCache =
1608 1609
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1610 1611 1612 1613

				// 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
1614
				_clipping.setState(
1615 1616
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1617 1618 1619 1620 1621

			}

		}

1622
		if ( material.needsUpdate === false ) {
1623

1624
			if ( materialProperties.program === undefined ) {
1625

1626
				material.needsUpdate = true;
1627

1628
			} else if ( material.fog && materialProperties.fog !== fog ) {
1629

M
Mr.doob 已提交
1630
				material.needsUpdate = true;
1631

1632
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1633

1634
				material.needsUpdate = true;
1635

1636
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1637
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1638
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1639 1640 1641

				material.needsUpdate = true;

1642
			}
1643 1644 1645 1646

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1647

1648
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1649 1650 1651 1652
			material.needsUpdate = false;

		}

1653
		var refreshProgram = false;
M
Mr.doob 已提交
1654
		var refreshMaterial = false;
1655
		var refreshLights = false;
M
Mr.doob 已提交
1656

1657
		var program = materialProperties.program,
1658
			p_uniforms = program.getUniforms(),
1659
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1660

1661
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1662

1663 1664
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1665

1666
			refreshProgram = true;
M
Mr.doob 已提交
1667
			refreshMaterial = true;
1668
			refreshLights = true;
M
Mr.doob 已提交
1669 1670 1671 1672 1673 1674

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1675

M
Mr.doob 已提交
1676 1677 1678 1679
			refreshMaterial = true;

		}

1680
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1681

M
Mr.doob 已提交
1682
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1683

G
gero3 已提交
1684
			if ( capabilities.logarithmicDepthBuffer ) {
1685

T
tschw 已提交
1686
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1687
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1688 1689 1690

			}

1691
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1692

1693
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1694

1695
				_currentCamera = ( _currentArrayCamera || camera );
1696 1697 1698 1699 1700 1701

				// 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
1702
				refreshLights = true;		// remains set until update done
1703 1704

			}
M
Mr.doob 已提交
1705

1706 1707 1708
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1709
			if ( material.isShaderMaterial ||
1710 1711 1712
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1713

T
tschw 已提交
1714 1715 1716
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1717

T
tschw 已提交
1718
					uCamPos.setValue( _gl,
1719
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1720 1721 1722 1723 1724

				}

			}

1725
			if ( material.isMeshPhongMaterial ||
1726 1727 1728 1729
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1730
				material.skinning ) {
1731

T
tschw 已提交
1732
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1733 1734 1735

			}

M
Mr.doob 已提交
1736 1737 1738 1739 1740 1741
		}

		// 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

1742
		if ( material.skinning ) {
M
Mr.doob 已提交
1743

T
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1744 1745
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1746

T
tschw 已提交
1747
			var skeleton = object.skeleton;
1748

T
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1749
			if ( skeleton ) {
1750

1751 1752
				var bones = skeleton.bones;

1753
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1754

1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779
					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;

					}

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1780 1781
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1782

T
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1783
				} else {
M
Mr.doob 已提交
1784

T
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1785
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1786 1787 1788 1789 1790 1791 1792 1793 1794

				}

			}

		}

		if ( refreshMaterial ) {

1795 1796 1797
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1798
			if ( material.lights ) {
M
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1799

1800
				// the current material requires lighting info
M
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1801

T
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1802 1803 1804 1805 1806 1807
				// 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
1808

T
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1809
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1810

T
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1811
			}
G
gero3 已提交
1812

T
tschw 已提交
1813
			// refresh uniforms common to several materials
G
gero3 已提交
1814

T
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1815
			if ( fog && material.fog ) {
G
gero3 已提交
1816

T
tschw 已提交
1817
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1818 1819 1820

			}

1821
			if ( material.isMeshBasicMaterial ||
1822 1823 1824
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1825
				material.isMeshNormalMaterial ||
1826
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1827 1828 1829 1830 1831 1832 1833

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1834
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1835 1836 1837

				refreshUniformsLine( m_uniforms, material );

1838
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1839 1840 1841 1842

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

1843
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1844

M
Mr.doob 已提交
1845
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1846

1847
			} else if ( material.isMeshLambertMaterial ) {
1848 1849 1850

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1851 1852 1853 1854
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1855 1856 1857 1858
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1859
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1860 1861 1862

				refreshUniformsPhysical( m_uniforms, material );

1863
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1864

1865
				refreshUniformsStandard( m_uniforms, material );
W
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1866

1867
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1868

1869 1870 1871 1872 1873 1874 1875 1876
				if ( material.displacementMap ) {

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

				}

1877
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1878

1879
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1880 1881 1882

			}

M
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1883 1884 1885 1886 1887 1888
			// 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
1889
			WebGLUniforms.upload(
1890
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1891 1892 1893

		}

M
Mr.doob 已提交
1894

T
tschw 已提交
1895
		// common matrices
M
Mr.doob 已提交
1896

M
Mr.doob 已提交
1897 1898
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1899
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1900

T
tschw 已提交
1901
		return program;
A
arose 已提交
1902 1903 1904

	}

M
Mr.doob 已提交
1905 1906
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1907
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1908 1909 1910

		uniforms.opacity.value = material.opacity;

1911
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1912

1913
		if ( material.emissive ) {
M
Mr.doob 已提交
1914

1915
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1916 1917 1918

		}

1919 1920 1921
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1922

1923 1924 1925 1926 1927 1928 1929
		if ( material.lightMap ) {

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

		}

1930
		if ( material.aoMap ) {
1931

1932 1933
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1934 1935 1936

		}

M
Mr.doob 已提交
1937
		// uv repeat and offset setting priorities
M
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1938 1939 1940 1941 1942
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1943
		// 6. emissive map
M
Mr.doob 已提交
1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1955 1956 1957 1958
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1959 1960 1961 1962 1963 1964 1965 1966
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1967 1968 1969 1970 1971 1972 1973 1974
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1975 1976 1977 1978
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1979 1980 1981 1982
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
1983 1984 1985 1986
		}

		if ( uvScaleMap !== undefined ) {

1987
			// backwards compatibility
1988
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
1989 1990 1991 1992 1993

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
1994 1995 1996 1997 1998 1999 2000 2001
			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;
2002 2003 2004 2005 2006

		// 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
2007
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2008

2009
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2010 2011
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2012
	}
M
Mr.doob 已提交
2013

M
Mr.doob 已提交
2014
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2015 2016 2017 2018

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

M
Mr.doob 已提交
2019
	}
M
Mr.doob 已提交
2020

M
Mr.doob 已提交
2021
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2022 2023 2024 2025 2026

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

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

M
Mr.doob 已提交
2029
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2030

2031
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2032
		uniforms.opacity.value = material.opacity;
2033
		uniforms.size.value = material.size * _pixelRatio;
2034
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2035 2036 2037

		uniforms.map.value = material.map;

2038 2039 2040 2041 2042 2043 2044 2045 2046
		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
2047
	}
M
Mr.doob 已提交
2048

M
Mr.doob 已提交
2049
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2050 2051 2052

		uniforms.fogColor.value = fog.color;

2053
		if ( fog.isFog ) {
M
Mr.doob 已提交
2054 2055 2056 2057

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

2058
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2059 2060 2061 2062 2063

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2064
	}
M
Mr.doob 已提交
2065

M
Mr.doob 已提交
2066
	function refreshUniformsLambert( uniforms, material ) {
2067 2068 2069 2070 2071 2072 2073 2074 2075

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2076
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2077

2078
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2079
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2080

2081
		if ( material.emissiveMap ) {
2082

2083
			uniforms.emissiveMap.value = material.emissiveMap;
2084

2085
		}
M
Mr.doob 已提交
2086

2087 2088 2089 2090
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2091

2092
		}
M
Mr.doob 已提交
2093

2094 2095 2096 2097 2098 2099
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2100

2101 2102 2103 2104 2105
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2106

2107
		}
2108

T
Takahiro 已提交
2109 2110 2111 2112 2113 2114
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2115
		if ( material.gradientMap ) {
T
Takahiro 已提交
2116

T
Takahiro 已提交
2117
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2118 2119 2120

		}

2121 2122
	}

M
Mr.doob 已提交
2123
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176

		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
2177
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2178

2179 2180 2181
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2182 2183 2184 2185
		refreshUniformsStandard( uniforms, material );

	}

2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211
	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;

		}

	}

2212 2213
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2214
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2215

M
Mr.doob 已提交
2216
		uniforms.ambientLightColor.needsUpdate = value;
2217

B
Ben Houston 已提交
2218 2219 2220
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2221
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2222
		uniforms.hemisphereLights.needsUpdate = value;
2223

M
Mr.doob 已提交
2224
	}
2225

T
tschw 已提交
2226
	// Lighting
M
Mr.doob 已提交
2227

M
Mr.doob 已提交
2228
	function setupShadows( lights ) {
2229 2230 2231 2232 2233 2234 2235 2236 2237

		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
2238 2239
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2240 2241 2242 2243 2244 2245 2246 2247 2248

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2249
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2250

M
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2251
		var l, ll, light, shadow,
2252 2253 2254 2255 2256
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
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2257

2258
			viewMatrix = camera.matrixWorldInverse,
M
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2259

M
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2260 2261 2262 2263 2264
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2265 2266 2267 2268 2269 2270 2271 2272 2273

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

			light = lights[ l ];

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

2274
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2275

2276
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2277

2278 2279 2280
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2281

2282
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2283

M
Mr.doob 已提交
2284
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2285

2286
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2287
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2288
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2289 2290 2291
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2292
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2293

2294
				if ( light.castShadow ) {
M
Mr.doob 已提交
2295

M
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2296 2297 2298 2299 2300
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2301

2302 2303
				}

2304
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2305
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2306 2307 2308
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2309

2310
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2311

M
Mr.doob 已提交
2312
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2313 2314 2315

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2316

M
Mr.doob 已提交
2317 2318 2319 2320 2321 2322 2323 2324
				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 );

2325 2326
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2327
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2328

2329
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2330

2331 2332
				if ( light.castShadow ) {

M
Mr.doob 已提交
2333 2334 2335 2336 2337
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2338

2339 2340
				}

2341
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2342
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2343 2344 2345
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2346

2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376
			} 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
2377 2378 2379
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2380

2381
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2382

M
Mr.doob 已提交
2383
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2384

M
Mr.doob 已提交
2385 2386
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2387

M
Mr.doob 已提交
2388 2389
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2390 2391
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2392
				uniforms.shadow = light.castShadow;
2393

M
Mr.doob 已提交
2394
				if ( light.castShadow ) {
2395

M
Mr.doob 已提交
2396 2397 2398 2399 2400
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2401 2402

				}
2403

2404
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2405
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2406 2407 2408
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2409

2410
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2411

M
Mr.doob 已提交
2412
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2413 2414 2415 2416

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2417

M
Mr.doob 已提交
2418 2419
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2420

M
Mr.doob 已提交
2421 2422 2423
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2424 2425 2426 2427 2428

			}

		}

M
Mr.doob 已提交
2429 2430 2431
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2432

M
Mr.doob 已提交
2433 2434
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2435
		_lights.rectArea.length = rectAreaLength;
2436
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2437
		_lights.hemi.length = hemiLength;
2438

2439 2440
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2441

M
Mr.doob 已提交
2442
	}
M
Mr.doob 已提交
2443 2444 2445 2446 2447

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2448
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2449
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2450 2451 2452 2453 2454

	};

	// Textures

T
tschw 已提交
2455 2456 2457 2458 2459 2460
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2461
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2462 2463 2464 2465 2466 2467 2468 2469 2470

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2471
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2472

2473
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2474
	this.setTexture2D = ( function () {
T
tschw 已提交
2475

2476
		var warned = false;
T
tschw 已提交
2477

2478
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2479
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2480

T
Takahiro 已提交
2481
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2482

2483
				if ( ! warned ) {
T
tschw 已提交
2484

2485 2486
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2487

2488
				}
T
tschw 已提交
2489

2490
				texture = texture.texture;
T
tschw 已提交
2491

2492
			}
T
tschw 已提交
2493

2494
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2495

2496
		};
T
tschw 已提交
2497

2498
	}() );
T
tschw 已提交
2499

M
Mr.doob 已提交
2500
	this.setTexture = ( function () {
2501 2502 2503

		var warned = false;

W
WestLangley 已提交
2504
		return function setTexture( texture, slot ) {
2505 2506 2507 2508 2509 2510 2511 2512

			if ( ! warned ) {

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

			}

2513
			textures.setTexture2D( texture, slot );
2514 2515 2516 2517 2518

		};

	}() );

M
Mr.doob 已提交
2519
	this.setTextureCube = ( function () {
2520 2521 2522

		var warned = false;

W
WestLangley 已提交
2523
		return function setTextureCube( texture, slot ) {
2524 2525

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2526
			if ( texture && texture.isWebGLRenderTargetCube ) {
2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540

				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
2541
			if ( ( texture && texture.isCubeTexture ) ||
2542
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2543 2544 2545 2546

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2547
				textures.setTextureCube( texture, slot );
2548 2549 2550 2551 2552

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2553
				textures.setTextureCubeDynamic( texture, slot );
2554 2555 2556 2557 2558 2559

			}

		};

	}() );
T
tschw 已提交
2560

2561
	this.getRenderTarget = function () {
2562 2563 2564

		return _currentRenderTarget;

M
Michael Herzog 已提交
2565
	};
2566

2567
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2568

2569 2570
		_currentRenderTarget = renderTarget;

2571
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2572

2573
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2574 2575 2576

		}

T
Takahiro 已提交
2577
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2578
		var framebuffer;
M
Mr.doob 已提交
2579 2580 2581

		if ( renderTarget ) {

2582
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2583

M
Mr.doob 已提交
2584 2585
			if ( isCube ) {

2586
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2587 2588 2589

			} else {

2590
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2591 2592 2593

			}

2594 2595
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2596

2597
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2598 2599 2600 2601 2602

		} else {

			framebuffer = null;

2603
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2604
			_currentScissorTest = _scissorTest;
2605

2606
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2607 2608 2609

		}

M
Mr.doob 已提交
2610
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2611 2612 2613 2614 2615 2616

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

		}

2617 2618
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2619

0
06wj 已提交
2620
		state.viewport( _currentViewport );
2621

M
Mr.doob 已提交
2622 2623 2624
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2625
			_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
2626 2627 2628

		}

M
Mr.doob 已提交
2629 2630
	};

M
Mr.doob 已提交
2631
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2632

0
06wj 已提交
2633
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2634

2635
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2636
			return;
2637

G
gero3 已提交
2638
		}
2639

M
Mr.doob 已提交
2640
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2641

M
Mr.doob 已提交
2642
		if ( framebuffer ) {
2643

G
gero3 已提交
2644
			var restore = false;
2645

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

M
Mr.doob 已提交
2648
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2649

G
gero3 已提交
2650
				restore = true;
2651

G
gero3 已提交
2652
			}
2653

M
Mr.doob 已提交
2654
			try {
2655

M
Mr.doob 已提交
2656
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2657 2658
				var textureFormat = texture.format;
				var textureType = texture.type;
2659

M
Mr.doob 已提交
2660
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2661

M
Mr.doob 已提交
2662 2663
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2664

M
Mr.doob 已提交
2665
				}
2666

M
Mr.doob 已提交
2667
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2668 2669
					! ( 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' ) ) ) {
2670

M
Mr.doob 已提交
2671 2672
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2673

M
Mr.doob 已提交
2674
				}
2675

M
Mr.doob 已提交
2676
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2677

2678 2679
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2680
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2681

M
Mr.doob 已提交
2682
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2683 2684

					}
2685

M
Mr.doob 已提交
2686
				} else {
M
Mr.doob 已提交
2687

M
Mr.doob 已提交
2688 2689 2690
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2691

M
Mr.doob 已提交
2692
			} finally {
M
Mr.doob 已提交
2693

M
Mr.doob 已提交
2694 2695 2696
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2697

M
Mr.doob 已提交
2698 2699 2700
				}

			}
M
Mr.doob 已提交
2701 2702 2703

		}

M
Mr.doob 已提交
2704 2705
	};

M
Mr.doob 已提交
2706 2707
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2708
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2709

2710 2711
		var extension;

R
Rich Harris 已提交
2712 2713 2714
		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
2715

R
Rich Harris 已提交
2716 2717 2718
		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
2719

R
Rich Harris 已提交
2720 2721 2722
		if ( p === LinearFilter ) return _gl.LINEAR;
		if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
M
Mr.doob 已提交
2723

R
Rich Harris 已提交
2724 2725 2726 2727
		if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
M
Mr.doob 已提交
2728

R
Rich Harris 已提交
2729 2730 2731 2732 2733 2734
		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
M
Mr.doob 已提交
2735

2736
		if ( p === HalfFloatType ) {
2737

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

2740
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2741 2742 2743

		}

R
Rich Harris 已提交
2744 2745 2746 2747 2748 2749
		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;
2750
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2751

R
Rich Harris 已提交
2752 2753 2754
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2755

R
Rich Harris 已提交
2756 2757 2758 2759 2760 2761 2762 2763
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2764

R
Rich Harris 已提交
2765 2766 2767
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2768

2769 2770
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
M
Mr.doob 已提交
2771

2772
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2773

2774 2775 2776 2777 2778 2779 2780 2781
			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;

			}
M
Mr.doob 已提交
2782 2783 2784

		}

2785
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2786
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2787

2788
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
P
Pierre Lepers 已提交
2789

2790 2791 2792 2793 2794 2795 2796 2797
			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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Pierre Lepers 已提交
2798 2799 2800

		}

2801
		if ( p === RGB_ETC1_Format ) {
2802

2803
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2804

2805
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2806 2807 2808

		}

2809 2810 2811
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2812

2813
			if ( extension !== null ) {
2814

2815 2816 2817 2818
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2819 2820 2821

		}

2822
		if ( p === UnsignedInt248Type ) {
2823

2824
			extension = extensions.get( 'WEBGL_depth_texture' );
2825

2826
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2827 2828 2829

		}

M
Mr.doob 已提交
2830 2831
		return 0;

M
Mr.doob 已提交
2832
	}
M
Mr.doob 已提交
2833

M
Mr.doob 已提交
2834
}
R
Rich Harris 已提交
2835

T
Tristan VALCKE 已提交
2836

2837
export { WebGLRenderer };