WebGLRenderer.js 68.8 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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

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		_infoRender = {
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			frame: 0,
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			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0
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		};
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	this.info = {
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		render: _infoRender,
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		memory: _infoMemory,
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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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;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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		_viewport.set( x, y, width, height )
		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, y, width, height )
		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
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	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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		if ( programInfo !== undefined ) {
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			programCache.releaseProgram( programInfo );
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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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Mr.doob 已提交
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	this.renderBufferImmediate = function ( object, program, material ) {

601
		state.initAttributes();
602

603
		var buffers = properties.get( object );
604

605 606 607 608
		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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609

610
		var programAttributes = program.getAttributes();
611

M
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612 613
		if ( object.hasPositions ) {

614
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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Mr.doob 已提交
615
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
616

617 618
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
619 620 621 622 623

		}

		if ( object.hasNormals ) {

624
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
625

626
			if ( ! material.isMeshPhongMaterial &&
627
				! material.isMeshStandardMaterial &&
628
				! material.isMeshNormalMaterial &&
629
				material.shading === FlatShading ) {
M
Mr.doob 已提交
630

631
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
632

633
					var array = object.normalArray;
M
Mr.doob 已提交
634

635 636 637
					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
638

639 640 641
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
642

643 644 645
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
646

647 648 649
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
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650 651 652 653 654 655

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
656

657
			state.enableAttribute( programAttributes.normal );
658

659
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
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660 661 662 663 664

		}

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

665
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
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666
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
667

668
			state.enableAttribute( programAttributes.uv );
669

670
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
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671 672 673

		}

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674
		if ( object.hasColors && material.vertexColors !== NoColors ) {
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675

676
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
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677
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
678

679
			state.enableAttribute( programAttributes.color );
680

681
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
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682 683 684

		}

685
		state.disableUnusedAttributes();
686

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687 688 689 690 691 692
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

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693 694 695 696 697 698
	function absNumericalSort( a, b ) {

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

	}

699
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
700

701
		state.setMaterial( material );
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702

M
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703
		var program = setProgram( camera, fog, material, object );
M
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704
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
705

M
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706
		var updateBuffers = false;
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707 708 709 710 711 712 713 714 715 716 717 718 719 720

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
721 722
			// TODO Remove allocations

M
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723 724 725 726 727 728 729 730 731
			var activeInfluences = [];

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

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

			}

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

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

740 741
			var morphAttributes = geometry.morphAttributes;

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

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

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

749
					var index = influence[ 1 ];
M
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750

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

				} else {

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

				}

			}

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

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
769
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
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Mr.doob 已提交
770 771 772 773 774

			updateBuffers = true;

		}

775 776
		//

777
		var index = geometry.index;
778
		var position = geometry.attributes.position;
779
		var rangeFactor = 1;
780

781 782
		if ( material.wireframe === true ) {

783
			index = geometries.getWireframeAttribute( geometry );
784
			rangeFactor = 2;
785 786 787

		}

M
Mr.doob 已提交
788
		var attribute;
M
Mr.doob 已提交
789
		var renderer = bufferRenderer;
790

791
		if ( index !== null ) {
792

M
Mr.doob 已提交
793
			attribute = attributes.get( index );
794

795
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
796
			renderer.setIndex( attribute );
797

798
		}
M
Mr.doob 已提交
799

800
		if ( updateBuffers ) {
M
Mr.doob 已提交
801

802
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
803

804
			if ( index !== null ) {
805

M
Mr.doob 已提交
806
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
807 808 809

			}

810
		}
811

812 813
		//

814
		var dataCount = 0;
815

M
Mr.doob 已提交
816
		if ( index !== null ) {
817

M
Mr.doob 已提交
818
			dataCount = index.count;
819

M
Mr.doob 已提交
820
		} else if ( position !== undefined ) {
821

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

M
Mr.doob 已提交
824
		}
825

M
Mr.doob 已提交
826 827
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
828

M
Mr.doob 已提交
829 830
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
831

M
Mr.doob 已提交
832 833
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
834 835 836

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

837 838
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
839
		//
840

841
		if ( object.isMesh ) {
842

843
			if ( material.wireframe === true ) {
844

845
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
846
				renderer.setMode( _gl.LINES );
847

848
			} else {
M
Mr.doob 已提交
849 850

				switch ( object.drawMode ) {
851

R
Rich Harris 已提交
852
					case TrianglesDrawMode:
B
Ben Adams 已提交
853 854 855
						renderer.setMode( _gl.TRIANGLES );
						break;

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

R
Rich Harris 已提交
860
					case TriangleFanDrawMode:
B
Ben Adams 已提交
861 862 863 864
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
865

866
			}
867

868

869
		} else if ( object.isLine ) {
870

871
			var lineWidth = material.linewidth;
872

873
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
874

875
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
876

877
			if ( object.isLineSegments ) {
878

879
				renderer.setMode( _gl.LINES );
880

881 882 883 884
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

885
			} else {
886

887
				renderer.setMode( _gl.LINE_STRIP );
888 889

			}
M
Mr.doob 已提交
890

891
		} else if ( object.isPoints ) {
892 893

			renderer.setMode( _gl.POINTS );
894 895

		}
896

T
Takahiro 已提交
897
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
898 899 900

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
901
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
902

J
jfranc 已提交
903
			}
904 905 906

		} else {

M
Mr.doob 已提交
907
			renderer.render( drawStart, drawCount );
908

M
Mr.doob 已提交
909 910 911 912
		}

	};

913
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
914

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

917
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
918

919
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
920
				return;
B
Ben Adams 已提交
921

M
Mr.doob 已提交
922 923 924
			}

		}
B
Ben Adams 已提交
925

926 927
		if ( startIndex === undefined ) startIndex = 0;

928 929
		state.initAttributes();

930
		var geometryAttributes = geometry.attributes;
931

932
		var programAttributes = program.getAttributes();
933

934
		var materialDefaultAttributeValues = material.defaultAttributeValues;
935

936
		for ( var name in programAttributes ) {
937

938
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
939

M
Mr.doob 已提交
940
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
941

942
				var geometryAttribute = geometryAttributes[ name ];
943

M
Mr.doob 已提交
944
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
945

946
					var normalized = geometryAttribute.normalized;
947
					var size = geometryAttribute.itemSize;
948

M
Mr.doob 已提交
949
					var attribute = attributes.get( geometryAttribute );
950

M
Mr.doob 已提交
951 952 953
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
954

A
aardgoose 已提交
955
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
956

M
Mr.doob 已提交
957 958 959 960
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
961
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
962

963
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
964

M
Mr.doob 已提交
965
							if ( geometry.maxInstancedCount === undefined ) {
966

D
dubejf 已提交
967
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
968

M
Mr.doob 已提交
969
							}
B
Ben Adams 已提交
970

M
Mr.doob 已提交
971
						} else {
B
Ben Adams 已提交
972

M
Mr.doob 已提交
973
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
974

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

M
Mr.doob 已提交
977
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
978
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
979

M
Mr.doob 已提交
980
					} else {
B
Ben Adams 已提交
981

A
aardgoose 已提交
982
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
983

984
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
985

M
Mr.doob 已提交
986
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
987

D
dubejf 已提交
988
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
989

M
Mr.doob 已提交
990
							}
B
Ben Adams 已提交
991

M
Mr.doob 已提交
992 993 994 995
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
996
						}
B
Ben Adams 已提交
997

M
Mr.doob 已提交
998
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
999
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
1000

B
Ben Adams 已提交
1001
					}
M
Mr.doob 已提交
1002

1003 1004
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1005
					var value = materialDefaultAttributeValues[ name ];
1006

1007
					if ( value !== undefined ) {
M
Mr.doob 已提交
1008

1009
						switch ( value.length ) {
M
Mr.doob 已提交
1010

1011 1012 1013
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1014

1015 1016 1017
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1018

1019 1020 1021
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1022

1023 1024
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1025 1026

						}
M
Mr.doob 已提交
1027 1028 1029 1030 1031 1032 1033 1034

					}

				}

			}

		}
1035

1036
		state.disableUnusedAttributes();
1037

M
Mr.doob 已提交
1038 1039
	}

M
Mr.doob 已提交
1040
	// Compile
M
Mr.doob 已提交
1041

M
Mr.doob 已提交
1042
	this.compile = function ( scene, camera ) {
1043

M
Mr.doob 已提交
1044
		lights = [];
1045

M
Mr.doob 已提交
1046
		scene.traverse( function ( object ) {
G
gero3 已提交
1047 1048

			if ( object.isLight ) {
M
Mr.doob 已提交
1049 1050 1051

				lights.push( object );

G
gero3 已提交
1052
			}
M
Mr.doob 已提交
1053 1054 1055 1056 1057 1058 1059 1060 1061

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1062
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1063

G
gero3 已提交
1064
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1065 1066 1067

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

G
gero3 已提交
1068
					}
M
Mr.doob 已提交
1069

G
gero3 已提交
1070
				} else {
M
Mr.doob 已提交
1071 1072 1073

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

G
gero3 已提交
1074
				}
M
Mr.doob 已提交
1075

G
gero3 已提交
1076
			}
M
Mr.doob 已提交
1077 1078

		} );
G
gero3 已提交
1079 1080

	};
1081

M
Mr.doob 已提交
1082 1083 1084
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
0
06wj 已提交
1085
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1086

1087
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1088 1089 1090 1091 1092 1093
			return;

		}

		// reset caching for this frame

1094
		_currentGeometryProgram = '';
1095
		_currentMaterialId = - 1;
1096
		_currentCamera = null;
M
Mr.doob 已提交
1097 1098 1099

		// update scene graph

1100
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1101 1102 1103

		// update camera matrices and frustum

M
Mr.doob 已提交
1104 1105
		camera.onBeforeRender( _this );

1106
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1107 1108 1109 1110

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

M
Mr.doob 已提交
1111
		lights.length = 0;
M
Mr.doob 已提交
1112 1113 1114
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1115
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1116
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1117

1118 1119 1120
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1121
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1122

1123
		currentRenderList.finish();
1124

M
Mr.doob 已提交
1125
		if ( _this.sortObjects === true ) {
1126

1127
			currentRenderList.sort();
M
Mr.doob 已提交
1128

1129 1130
		}

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

T
tschw 已提交
1133
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1134

1135 1136
		setupShadows( lights );

M
Mr.doob 已提交
1137
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1138

1139 1140
		setupLights( lights, camera );

T
tschw 已提交
1141
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1142

M
Mr.doob 已提交
1143 1144
		//

M
Mr.doob 已提交
1145
		_infoRender.frame ++;
1146 1147 1148 1149
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
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1150

1151 1152 1153 1154 1155 1156
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1157 1158
		this.setRenderTarget( renderTarget );

M
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1159 1160 1161 1162 1163 1164
		//

		var background = scene.background;

		if ( background === null ) {

1165
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1166

T
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1167
		} else if ( background && background.isColor ) {
1168

1169
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1170
			forceClear = true;
1171 1172 1173 1174 1175 1176 1177 1178 1179

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1180
		if ( background && background.isCubeTexture ) {
M
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1181

M
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1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

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

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
M
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1205 1206 1207


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1208
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1209

1210 1211
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1212
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1213

T
Takahiro 已提交
1214
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1215

M
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1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226
			if ( backgroundPlaneCamera === undefined ) {

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

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

			}

M
Mr.doob 已提交
1227 1228
			backgroundPlaneMesh.material.map = background;

1229 1230
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1231
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1232

M
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1233 1234
		}

1235
		//
M
Mr.doob 已提交
1236

1237 1238 1239
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1240 1241
		if ( scene.overrideMaterial ) {

1242
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1243

M
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1244 1245
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1246

M
Mr.doob 已提交
1247 1248 1249 1250
		} else {

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

M
Mr.doob 已提交
1251
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1252 1253 1254

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

M
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1255
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1256 1257 1258 1259 1260

		}

		// custom render plugins (post pass)

M
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1261
		spritePlugin.render( scene, camera );
1262
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
Mr.doob 已提交
1263 1264 1265

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

M
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1266 1267
		if ( renderTarget ) {

1268
			textures.updateRenderTargetMipmap( renderTarget );
M
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1269 1270 1271

		}

1272
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1273

1274 1275 1276
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1277

M
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1278
		if ( camera.isArrayCamera ) {
1279 1280 1281 1282 1283

			_this.setScissorTest( false );

		}

M
Mr.doob 已提交
1284 1285
		camera.onAfterRender( _this );

M
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1286 1287 1288
		// _gl.finish();

	};
M
Mr.doob 已提交
1289

1290
	/*
M
Mr.doob 已提交
1291 1292
	// TODO Duplicated code (Frustum)

1293 1294
	var _sphere = new Sphere();

T
tschw 已提交
1295 1296 1297 1298 1299 1300 1301
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1302
		_sphere.copy( geometry.boundingSphere ).
1303
		applyMatrix4( object.matrixWorld );
M
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1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1320 1321

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1322 1323 1324 1325

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1338
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1339 1340 1341 1342

		return true;

	}
1343
	*/
T
tschw 已提交
1344

M
Mr.doob 已提交
1345
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1346

M
Mr.doob 已提交
1347
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1348

1349
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1350

1351
		if ( visible ) {
1352

1353
			if ( object.isLight ) {
M
Mr.doob 已提交
1354

1355
				lights.push( object );
M
Mr.doob 已提交
1356

1357
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1358

1359
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1360

1361
					sprites.push( object );
M
Mr.doob 已提交
1362

1363
				}
M
Mr.doob 已提交
1364

1365
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1366

1367
				lensFlares.push( object );
M
Mr.doob 已提交
1368

1369
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1370

1371
				if ( sortObjects ) {
M
Mr.doob 已提交
1372

1373 1374
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1375

1376
				}
M
Mr.doob 已提交
1377

1378
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1379

1380
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1381

1382
				if ( object.isSkinnedMesh ) {
1383

1384
					object.skeleton.update();
1385

1386
				}
1387

1388
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1389

1390 1391 1392 1393 1394 1395
					if ( sortObjects ) {

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

					}
1396

1397 1398
					var geometry = objects.update( object );
					var material = object.material;
1399

1400
					if ( Array.isArray( material ) ) {
1401

1402
						var groups = geometry.groups;
1403

1404
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1405

1406 1407
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1408

1409
							if ( groupMaterial && groupMaterial.visible ) {
1410

1411 1412 1413
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1414

M
Mr.doob 已提交
1415
						}
M
Mr.doob 已提交
1416

1417
					} else if ( material.visible ) {
1418

1419
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1420

1421
					}
M
Mr.doob 已提交
1422

1423
				}
M
Mr.doob 已提交
1424

1425
			}
M
Mr.doob 已提交
1426

M
Mr.doob 已提交
1427
		}
M
Mr.doob 已提交
1428

M
Mr.doob 已提交
1429
		var children = object.children;
M
Mr.doob 已提交
1430

M
Mr.doob 已提交
1431 1432
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1433
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1434

1435
		}
1436

1437
	}
M
Mr.doob 已提交
1438

1439
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1440

M
Mr.doob 已提交
1441
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1442

1443
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1444

1445
			var object = renderItem.object;
M
Mr.doob 已提交
1446 1447 1448
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1449

1450 1451
			object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1452
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1453

M
Mr.doob 已提交
1454
				var cameras = camera.cameras;
M
Mr.doob 已提交
1455

M
Mr.doob 已提交
1456
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1457

M
Mr.doob 已提交
1458 1459
					var camera2 = cameras[ j ];
					var bounds = camera2.bounds;
M
Mr.doob 已提交
1460

1461 1462 1463 1464
					var x = bounds.x * _width;
					var y = bounds.y * _height;
					var width = bounds.z * _width;
					var height = bounds.w * _height;
1465 1466 1467

					_this.setViewport( x, y, width, height );
					_this.setScissor( x, y, width, height );
1468
					_this.setScissorTest( true );
M
Mr.doob 已提交
1469

M
Mr.doob 已提交
1470
					renderObject( object, scene, camera2, geometry, material, group );
M
Mr.doob 已提交
1471

M
Mr.doob 已提交
1472
				}
1473

M
Mr.doob 已提交
1474
			} else {
M
Mr.doob 已提交
1475

M
Mr.doob 已提交
1476
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1477

M
Mr.doob 已提交
1478
			}
M
Mr.doob 已提交
1479

1480
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1481

1482
		}
M
Mr.doob 已提交
1483

1484
	}
G
gero3 已提交
1485

M
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1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508
	function renderObject( object, scene, camera, geometry, material, group ) {

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

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

	}

1509
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1510

1511
		var materialProperties = properties.get( material );
G
gero3 已提交
1512

T
tschw 已提交
1513
		var parameters = programCache.getParameters(
1514
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1515

G
gero3 已提交
1516
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1517

1518
		var program = materialProperties.program;
T
tschw 已提交
1519
		var programChange = true;
1520

1521
		if ( program === undefined ) {
B
Ben Adams 已提交
1522

M
Mr.doob 已提交
1523 1524
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1525

1526
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1527

M
Mr.doob 已提交
1528
			// changed glsl or parameters
1529
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1530

G
gero3 已提交
1531
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1532

T
tschw 已提交
1533
			// same glsl and uniform list
T
tschw 已提交
1534 1535
			return;

T
tschw 已提交
1536
		} else {
B
Ben Adams 已提交
1537

T
tschw 已提交
1538 1539
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1540 1541 1542

		}

1543
		if ( programChange ) {
B
Ben Adams 已提交
1544

1545
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1546

R
Rich Harris 已提交
1547
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1548

1549 1550
				materialProperties.__webglShader = {
					name: material.type,
1551
					uniforms: UniformsUtils.clone( shader.uniforms ),
1552 1553 1554
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1555

1556
			} else {
B
Ben Adams 已提交
1557

1558 1559 1560 1561 1562 1563
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1564

1565
			}
G
gero3 已提交
1566

1567
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1568

1569
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1570

1571 1572
			materialProperties.program = program;
			material.program = program;
1573 1574 1575

		}

1576
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1577 1578 1579 1580 1581

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1582
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1583

1584
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1598
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1599

1600
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1601 1602 1603 1604 1605 1606 1607 1608 1609

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1610 1611
		var uniforms = materialProperties.__webglShader.uniforms;

1612
		if ( ! material.isShaderMaterial &&
1613 1614
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1615

T
tschw 已提交
1616
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1617
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1618
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1619 1620 1621

		}

1622
		materialProperties.fog = fog;
1623

1624
		// store the light setup it was created for
1625

1626
		materialProperties.lightsHash = _lights.hash;
1627

M
Mr.doob 已提交
1628
		if ( material.lights ) {
1629 1630 1631 1632 1633 1634

			// 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;
1635
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1636
			uniforms.pointLights.value = _lights.point;
1637 1638
			uniforms.hemisphereLights.value = _lights.hemi;

1639 1640 1641 1642 1643 1644
			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;
1645
			// TODO (abelnation): add area lights shadow info to uniforms
1646

1647 1648
		}

T
tschw 已提交
1649 1650
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1651
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1652

T
tschw 已提交
1653
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1654

M
Mr.doob 已提交
1655
	}
M
Mr.doob 已提交
1656

1657
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1658 1659 1660

		_usedTextureUnits = 0;

1661
		var materialProperties = properties.get( material );
1662

T
tschw 已提交
1663 1664 1665 1666 1667
		if ( _clippingEnabled ) {

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

				var useCache =
1668 1669
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1670 1671 1672 1673

				// 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
1674
				_clipping.setState(
1675 1676
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1677 1678 1679 1680 1681

			}

		}

1682
		if ( material.needsUpdate === false ) {
1683

1684
			if ( materialProperties.program === undefined ) {
1685

1686
				material.needsUpdate = true;
1687

1688
			} else if ( material.fog && materialProperties.fog !== fog ) {
1689

M
Mr.doob 已提交
1690
				material.needsUpdate = true;
1691

1692
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1693

1694
				material.needsUpdate = true;
1695

1696
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1697
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1698
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1699 1700 1701

				material.needsUpdate = true;

1702
			}
1703 1704 1705 1706

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1707

1708
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1709 1710 1711 1712
			material.needsUpdate = false;

		}

1713
		var refreshProgram = false;
M
Mr.doob 已提交
1714
		var refreshMaterial = false;
1715
		var refreshLights = false;
M
Mr.doob 已提交
1716

1717
		var program = materialProperties.program,
1718
			p_uniforms = program.getUniforms(),
1719
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1720

1721
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1722

1723 1724
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1725

1726
			refreshProgram = true;
M
Mr.doob 已提交
1727
			refreshMaterial = true;
1728
			refreshLights = true;
M
Mr.doob 已提交
1729 1730 1731 1732 1733 1734

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1735

M
Mr.doob 已提交
1736 1737 1738 1739
			refreshMaterial = true;

		}

1740
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1741

M
Mr.doob 已提交
1742
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1743

G
gero3 已提交
1744
			if ( capabilities.logarithmicDepthBuffer ) {
1745

T
tschw 已提交
1746
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1747
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1748 1749 1750 1751

			}


1752 1753 1754 1755 1756 1757 1758 1759 1760
			if ( camera !== _currentCamera ) {

				_currentCamera = camera;

				// lighting uniforms depend on the camera so enforce an update
				// now, in case this material supports lights - or later, when
				// the next material that does gets activated:

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1761
				refreshLights = true;		// remains set until update done
1762 1763

			}
M
Mr.doob 已提交
1764

1765 1766 1767
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1768
			if ( material.isShaderMaterial ||
1769 1770 1771
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1772

T
tschw 已提交
1773 1774 1775
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1776

T
tschw 已提交
1777
					uCamPos.setValue( _gl,
1778
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1779 1780 1781 1782 1783

				}

			}

1784
			if ( material.isMeshPhongMaterial ||
1785 1786 1787 1788
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1789
				material.skinning ) {
1790

T
tschw 已提交
1791
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1792 1793 1794

			}

M
Mr.doob 已提交
1795 1796
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1797

M
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1798 1799 1800 1801 1802 1803
		}

		// 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

1804
		if ( material.skinning ) {
M
Mr.doob 已提交
1805

T
tschw 已提交
1806 1807
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1808

T
tschw 已提交
1809
			var skeleton = object.skeleton;
1810

T
tschw 已提交
1811
			if ( skeleton ) {
1812

1813 1814
				var bones = skeleton.bones;

1815
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1816

1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

M
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1842 1843
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1844

T
tschw 已提交
1845
				} else {
M
Mr.doob 已提交
1846

T
tschw 已提交
1847
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1848 1849 1850 1851 1852 1853 1854 1855 1856

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1857
			if ( material.lights ) {
M
Mr.doob 已提交
1858

1859
				// the current material requires lighting info
M
Mr.doob 已提交
1860

T
tschw 已提交
1861 1862 1863 1864 1865 1866
				// 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
1867

T
tschw 已提交
1868
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1869

T
tschw 已提交
1870
			}
G
gero3 已提交
1871

T
tschw 已提交
1872
			// refresh uniforms common to several materials
G
gero3 已提交
1873

T
tschw 已提交
1874
			if ( fog && material.fog ) {
G
gero3 已提交
1875

T
tschw 已提交
1876
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1877 1878 1879

			}

1880
			if ( material.isMeshBasicMaterial ||
1881 1882 1883
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1884
				material.isMeshNormalMaterial ||
1885
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1886 1887 1888 1889 1890 1891 1892

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1893
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1894 1895 1896

				refreshUniformsLine( m_uniforms, material );

1897
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1898 1899 1900 1901

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

1902
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1903

M
Mr.doob 已提交
1904
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1905

1906
			} else if ( material.isMeshLambertMaterial ) {
1907 1908 1909

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1910 1911 1912 1913
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1914 1915 1916 1917
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1918
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1919 1920 1921

				refreshUniformsPhysical( m_uniforms, material );

1922
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1923

1924
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1925

1926
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1927

1928 1929 1930 1931 1932 1933 1934 1935
				if ( material.displacementMap ) {

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

				}

1936
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1937

1938
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1939 1940 1941

			}

M
Mr.doob 已提交
1942 1943 1944 1945 1946 1947
			// 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
1948
			WebGLUniforms.upload(
1949
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1950 1951 1952

		}

M
Mr.doob 已提交
1953

T
tschw 已提交
1954
		// common matrices
M
Mr.doob 已提交
1955

M
Mr.doob 已提交
1956 1957
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1958
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1959

T
tschw 已提交
1960
		return program;
A
arose 已提交
1961 1962 1963

	}

M
Mr.doob 已提交
1964 1965
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1966
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1967 1968 1969

		uniforms.opacity.value = material.opacity;

1970
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1971

1972
		if ( material.emissive ) {
M
Mr.doob 已提交
1973

1974
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1975 1976 1977

		}

1978 1979 1980
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1981

1982 1983 1984 1985 1986 1987 1988
		if ( material.lightMap ) {

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

		}

1989
		if ( material.aoMap ) {
1990

1991 1992
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1993 1994 1995

		}

M
Mr.doob 已提交
1996
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1997 1998 1999 2000 2001
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2002
		// 6. emissive map
M
Mr.doob 已提交
2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2014 2015 2016 2017
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2018 2019 2020 2021 2022 2023 2024 2025
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2026 2027 2028 2029 2030 2031 2032 2033
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2034 2035 2036 2037
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

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

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2042 2043 2044 2045
		}

		if ( uvScaleMap !== undefined ) {

2046
			// backwards compatibility
2047
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2048 2049 2050 2051 2052

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2053 2054 2055 2056 2057 2058 2059 2060
			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;
2061 2062 2063 2064 2065

		// 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
2066
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2067

2068
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2069 2070
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2071
	}
M
Mr.doob 已提交
2072

M
Mr.doob 已提交
2073
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2074 2075 2076 2077

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

M
Mr.doob 已提交
2078
	}
M
Mr.doob 已提交
2079

M
Mr.doob 已提交
2080
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2081 2082 2083 2084 2085

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

M
Mr.doob 已提交
2086
	}
M
Mr.doob 已提交
2087

M
Mr.doob 已提交
2088
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2089

2090
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2091
		uniforms.opacity.value = material.opacity;
2092
		uniforms.size.value = material.size * _pixelRatio;
2093
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2094 2095 2096

		uniforms.map.value = material.map;

2097 2098 2099 2100 2101 2102 2103 2104 2105
		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
2106
	}
M
Mr.doob 已提交
2107

M
Mr.doob 已提交
2108
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2109 2110 2111

		uniforms.fogColor.value = fog.color;

2112
		if ( fog.isFog ) {
M
Mr.doob 已提交
2113 2114 2115 2116

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

2117
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2118 2119 2120 2121 2122

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2123
	}
M
Mr.doob 已提交
2124

M
Mr.doob 已提交
2125
	function refreshUniformsLambert( uniforms, material ) {
2126 2127 2128 2129 2130 2131 2132 2133 2134

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2135
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2136

2137
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2138
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2139

2140
		if ( material.emissiveMap ) {
2141

2142
			uniforms.emissiveMap.value = material.emissiveMap;
2143

2144
		}
M
Mr.doob 已提交
2145

2146 2147 2148 2149
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2150

2151
		}
M
Mr.doob 已提交
2152

2153 2154 2155 2156 2157 2158
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2159

2160 2161 2162 2163 2164
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2165

2166
		}
2167

T
Takahiro 已提交
2168 2169 2170 2171 2172 2173
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2174
		if ( material.gradientMap ) {
T
Takahiro 已提交
2175

T
Takahiro 已提交
2176
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2177 2178 2179

		}

2180 2181
	}

M
Mr.doob 已提交
2182
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2183 2184 2185 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 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235

		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
2236
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2237

2238 2239 2240
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2241 2242 2243 2244
		refreshUniformsStandard( uniforms, material );

	}

2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270
	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;

		}

	}

2271 2272
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2273
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2274

M
Mr.doob 已提交
2275
		uniforms.ambientLightColor.needsUpdate = value;
2276

B
Ben Houston 已提交
2277 2278 2279
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2280
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2281
		uniforms.hemisphereLights.needsUpdate = value;
2282

M
Mr.doob 已提交
2283
	}
2284

T
tschw 已提交
2285
	// Lighting
M
Mr.doob 已提交
2286

M
Mr.doob 已提交
2287
	function setupShadows( lights ) {
2288 2289 2290 2291 2292 2293 2294 2295 2296

		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
2297 2298
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2299 2300 2301 2302 2303 2304 2305 2306 2307

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2308
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2309

M
Mr.doob 已提交
2310
		var l, ll, light, shadow,
2311 2312 2313 2314 2315
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2316

2317
			viewMatrix = camera.matrixWorldInverse,
M
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2318

M
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2319 2320 2321 2322 2323
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2324 2325 2326 2327 2328 2329 2330 2331 2332

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

			light = lights[ l ];

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

2333
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2334

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

2337 2338 2339
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2340

2341
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2342

M
Mr.doob 已提交
2343
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2344

2345
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2346
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2347
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2348 2349 2350
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2351
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2352

2353
				if ( light.castShadow ) {
M
Mr.doob 已提交
2354

M
Mr.doob 已提交
2355 2356 2357 2358 2359
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2360

2361 2362
				}

2363
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2364
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2365 2366 2367
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2368

2369
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2370

M
Mr.doob 已提交
2371
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2372 2373 2374

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
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2375

M
Mr.doob 已提交
2376 2377 2378 2379 2380 2381 2382 2383
				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 );

2384 2385
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2386
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2387

2388
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2389

2390 2391
				if ( light.castShadow ) {

M
Mr.doob 已提交
2392 2393 2394 2395 2396
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2397

2398 2399
				}

2400
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2401
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2402 2403 2404
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2405

2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435
			} 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
2436 2437 2438
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2439

2440
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2441

M
Mr.doob 已提交
2442
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2443

M
Mr.doob 已提交
2444 2445
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2446

M
Mr.doob 已提交
2447 2448
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2449 2450
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2451
				uniforms.shadow = light.castShadow;
2452

M
Mr.doob 已提交
2453
				if ( light.castShadow ) {
2454

M
Mr.doob 已提交
2455 2456 2457 2458 2459
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2460 2461

				}
2462

2463
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2464
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2465 2466 2467
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2468

2469
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2470

M
Mr.doob 已提交
2471
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2472 2473 2474 2475

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2476

M
Mr.doob 已提交
2477 2478
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2479

M
Mr.doob 已提交
2480 2481 2482
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2483 2484 2485 2486 2487

			}

		}

M
Mr.doob 已提交
2488 2489 2490
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2491

M
Mr.doob 已提交
2492 2493
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2494
		_lights.rectArea.length = rectAreaLength;
2495
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2496
		_lights.hemi.length = hemiLength;
2497

2498 2499
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2500

M
Mr.doob 已提交
2501
	}
M
Mr.doob 已提交
2502 2503 2504 2505 2506

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2507
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2508
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2509 2510 2511 2512 2513

	};

	// Textures

T
tschw 已提交
2514 2515 2516 2517 2518 2519
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2520
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2521 2522 2523 2524 2525 2526 2527 2528 2529

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2530
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2531

2532
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2533
	this.setTexture2D = ( function () {
T
tschw 已提交
2534

2535
		var warned = false;
T
tschw 已提交
2536

2537
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2538
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2539

T
Takahiro 已提交
2540
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2541

2542
				if ( ! warned ) {
T
tschw 已提交
2543

2544 2545
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2546

2547
				}
T
tschw 已提交
2548

2549
				texture = texture.texture;
T
tschw 已提交
2550

2551
			}
T
tschw 已提交
2552

2553
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2554

2555
		};
T
tschw 已提交
2556

2557
	}() );
T
tschw 已提交
2558

M
Mr.doob 已提交
2559
	this.setTexture = ( function () {
2560 2561 2562

		var warned = false;

W
WestLangley 已提交
2563
		return function setTexture( texture, slot ) {
2564 2565 2566 2567 2568 2569 2570 2571

			if ( ! warned ) {

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

			}

2572
			textures.setTexture2D( texture, slot );
2573 2574 2575 2576 2577

		};

	}() );

M
Mr.doob 已提交
2578
	this.setTextureCube = ( function () {
2579 2580 2581

		var warned = false;

W
WestLangley 已提交
2582
		return function setTextureCube( texture, slot ) {
2583 2584

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2585
			if ( texture && texture.isWebGLRenderTargetCube ) {
2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599

				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
2600
			if ( ( texture && texture.isCubeTexture ) ||
2601
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2602 2603 2604 2605

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2606
				textures.setTextureCube( texture, slot );
2607 2608 2609 2610 2611

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2612
				textures.setTextureCubeDynamic( texture, slot );
2613 2614 2615 2616 2617 2618

			}

		};

	}() );
T
tschw 已提交
2619

2620
	this.getRenderTarget = function () {
2621 2622 2623

		return _currentRenderTarget;

M
Michael Herzog 已提交
2624
	};
2625

2626
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2627

2628 2629
		_currentRenderTarget = renderTarget;

2630
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2631

2632
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2633 2634 2635

		}

T
Takahiro 已提交
2636
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2637
		var framebuffer;
M
Mr.doob 已提交
2638 2639 2640

		if ( renderTarget ) {

2641
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2642

M
Mr.doob 已提交
2643 2644
			if ( isCube ) {

2645
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2646 2647 2648

			} else {

2649
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2650 2651 2652

			}

2653 2654
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2655

2656
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2657 2658 2659 2660 2661

		} else {

			framebuffer = null;

2662
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2663
			_currentScissorTest = _scissorTest;
2664

2665
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2666 2667 2668

		}

M
Mr.doob 已提交
2669
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2670 2671 2672 2673 2674 2675

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

		}

2676 2677
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2678

0
06wj 已提交
2679
		state.viewport( _currentViewport );
2680

M
Mr.doob 已提交
2681 2682 2683
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2684
			_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
2685 2686 2687

		}

M
Mr.doob 已提交
2688 2689
	};

M
Mr.doob 已提交
2690
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2691

T
Takahiro 已提交
2692
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2693

2694
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2695
			return;
2696

G
gero3 已提交
2697
		}
2698

M
Mr.doob 已提交
2699
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2700

M
Mr.doob 已提交
2701
		if ( framebuffer ) {
2702

G
gero3 已提交
2703
			var restore = false;
2704

M
Mr.doob 已提交
2705
			if ( framebuffer !== _currentFramebuffer ) {
2706

M
Mr.doob 已提交
2707
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2708

G
gero3 已提交
2709
				restore = true;
2710

G
gero3 已提交
2711
			}
2712

M
Mr.doob 已提交
2713
			try {
2714

M
Mr.doob 已提交
2715
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2716 2717
				var textureFormat = texture.format;
				var textureType = texture.type;
2718

M
Mr.doob 已提交
2719
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2720

M
Mr.doob 已提交
2721 2722
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2723

M
Mr.doob 已提交
2724
				}
2725

M
Mr.doob 已提交
2726
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2727 2728
					! ( 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' ) ) ) {
2729

M
Mr.doob 已提交
2730 2731
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2732

M
Mr.doob 已提交
2733
				}
2734

M
Mr.doob 已提交
2735
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2736

2737 2738
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2739
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2740

M
Mr.doob 已提交
2741
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2742 2743

					}
2744

M
Mr.doob 已提交
2745
				} else {
M
Mr.doob 已提交
2746

M
Mr.doob 已提交
2747 2748 2749
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2750

M
Mr.doob 已提交
2751
			} finally {
M
Mr.doob 已提交
2752

M
Mr.doob 已提交
2753 2754 2755
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2756

M
Mr.doob 已提交
2757 2758 2759
				}

			}
M
Mr.doob 已提交
2760 2761 2762

		}

M
Mr.doob 已提交
2763 2764
	};

M
Mr.doob 已提交
2765 2766
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2767
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2768

2769 2770
		var extension;

R
Rich Harris 已提交
2771 2772 2773
		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
2774

R
Rich Harris 已提交
2775 2776 2777
		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
2778

R
Rich Harris 已提交
2779 2780 2781
		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
2782

R
Rich Harris 已提交
2783 2784 2785 2786
		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
2787

R
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		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
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		if ( p === HalfFloatType ) {
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			extension = extensions.get( 'OES_texture_half_float' );
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			if ( extension !== null ) return extension.HALF_FLOAT_OES;
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		}

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

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

			}
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		}

2844
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2845
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
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2847
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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			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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		}

2860
		if ( p === RGB_ETC1_Format ) {
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2862
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
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2864
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2865 2866 2867

		}

2868 2869 2870
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
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2872
			if ( extension !== null ) {
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2874 2875 2876 2877
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
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		}

2881
		if ( p === UnsignedInt248Type ) {
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2883
			extension = extensions.get( 'WEBGL_depth_texture' );
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2885
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
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		}

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		return 0;

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	}
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}
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export { WebGLRenderer };