WebGLRenderer.js 67.4 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLBackground } from './webgl/WebGLBackground';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
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import { WebVRManager } from './webvr/WebVRManager';
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import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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

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

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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	var extensions, capabilities, state;
	var properties, textures, attributes, geometries, objects;
	var programCache, lightCache, renderLists;
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	var background, bufferRenderer, indexedBufferRenderer;
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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
		extensions.get( 'ANGLE_instanced_arrays' );
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		if ( extensions.get( 'OES_element_index_uint' ) ) {
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			BufferGeometry.MaxIndex = 4294967296;
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		}
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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, paramThreeToGL );
		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		properties = new WebGLProperties();
		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, _infoMemory );
		attributes = new WebGLAttributes( _gl );
		geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
		objects = new WebGLObjects( _gl, geometries, _infoRender );
		programCache = new WebGLPrograms( _this, capabilities );
		lightCache = new WebGLLights();
		renderLists = new WebGLRenderLists();
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		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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		_this.info.programs = programCache.programs;
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	}

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	initGLContext();
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	var vr = new WebVRManager( _this );
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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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	this.context = _gl;
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	this.capabilities = capabilities;
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	this.extensions = extensions;
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	this.properties = properties;
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	this.renderLists = renderLists;
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	this.state = state;
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	this.vr = vr;
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	// shadow map

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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	this.forceContextRestore = function () {

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

	};

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	this.getMaxAnisotropy = function () {
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		return capabilities.getMaxAnisotropy();
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	};
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	this.getPrecision = function () {

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

		if ( device && device.isPresenting ) {

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

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

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		_isContextLost = true;

	}

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

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
621

622 623
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
624 625 626 627 628

		}

		if ( object.hasNormals ) {

629
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
630

631
			if ( ! material.isMeshPhongMaterial &&
632
				! material.isMeshStandardMaterial &&
633
				! material.isMeshNormalMaterial &&
634
				material.shading === FlatShading ) {
M
Mr.doob 已提交
635

636
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
637

638
					var array = object.normalArray;
M
Mr.doob 已提交
639

640 641 642
					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
643

644 645 646
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
647

648 649 650
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
651

652 653 654
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
655 656 657 658 659 660

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
661

662
			state.enableAttribute( programAttributes.normal );
663

664
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
665 666 667 668 669

		}

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

670
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
671
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
672

673
			state.enableAttribute( programAttributes.uv );
674

675
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
676 677 678

		}

R
Rich Harris 已提交
679
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
680

681
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
682
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
683

684
			state.enableAttribute( programAttributes.color );
685

686
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
687 688 689

		}

690
		state.disableUnusedAttributes();
691

M
Mr.doob 已提交
692 693 694 695 696 697
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
698 699 700 701 702 703
	function absNumericalSort( a, b ) {

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

	}

704
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
705

706
		state.setMaterial( material );
M
Mr.doob 已提交
707

M
Mr.doob 已提交
708
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
709
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
710

M
Mr.doob 已提交
711
		var updateBuffers = false;
M
Mr.doob 已提交
712 713 714 715 716 717 718 719 720 721 722 723 724 725

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
726 727
			// TODO Remove allocations

M
Mr.doob 已提交
728 729 730 731 732 733 734 735 736
			var activeInfluences = [];

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

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

			}

737
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
738 739 740 741 742 743 744

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

745 746
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
747 748 749 750 751 752 753
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

754
					var index = influence[ 1 ];
M
Mr.doob 已提交
755

756 757
					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
758 759 760

				} else {

761 762
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
763 764 765 766 767

				}

			}

768 769 770 771 772 773
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
774
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
775 776 777 778 779

			updateBuffers = true;

		}

780 781
		//

782
		var index = geometry.index;
783
		var position = geometry.attributes.position;
784
		var rangeFactor = 1;
785

786 787
		if ( material.wireframe === true ) {

788
			index = geometries.getWireframeAttribute( geometry );
789
			rangeFactor = 2;
790 791 792

		}

M
Mr.doob 已提交
793
		var attribute;
M
Mr.doob 已提交
794
		var renderer = bufferRenderer;
795

796
		if ( index !== null ) {
797

M
Mr.doob 已提交
798
			attribute = attributes.get( index );
799

800
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
801
			renderer.setIndex( attribute );
802

803
		}
M
Mr.doob 已提交
804

805
		if ( updateBuffers ) {
M
Mr.doob 已提交
806

807
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
808

809
			if ( index !== null ) {
810

M
Mr.doob 已提交
811
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
812 813 814

			}

815
		}
816

817 818
		//

819
		var dataCount = 0;
820

M
Mr.doob 已提交
821
		if ( index !== null ) {
822

M
Mr.doob 已提交
823
			dataCount = index.count;
824

M
Mr.doob 已提交
825
		} else if ( position !== undefined ) {
826

M
Mr.doob 已提交
827
			dataCount = position.count;
828

M
Mr.doob 已提交
829
		}
830

M
Mr.doob 已提交
831 832
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
833

M
Mr.doob 已提交
834 835
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
836

M
Mr.doob 已提交
837 838
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
839 840 841

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

842 843
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
844
		//
845

846
		if ( object.isMesh ) {
847

848
			if ( material.wireframe === true ) {
849

850
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
851
				renderer.setMode( _gl.LINES );
852

853
			} else {
M
Mr.doob 已提交
854 855

				switch ( object.drawMode ) {
856

R
Rich Harris 已提交
857
					case TrianglesDrawMode:
B
Ben Adams 已提交
858 859 860
						renderer.setMode( _gl.TRIANGLES );
						break;

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

R
Rich Harris 已提交
865
					case TriangleFanDrawMode:
B
Ben Adams 已提交
866 867 868 869
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
870

871
			}
872

873

874
		} else if ( object.isLine ) {
875

876
			var lineWidth = material.linewidth;
877

878
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
879

880
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
881

882
			if ( object.isLineSegments ) {
883

884
				renderer.setMode( _gl.LINES );
885

886 887 888 889
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

890
			} else {
891

892
				renderer.setMode( _gl.LINE_STRIP );
893 894

			}
M
Mr.doob 已提交
895

896
		} else if ( object.isPoints ) {
897 898

			renderer.setMode( _gl.POINTS );
899 900

		}
901

T
Takahiro 已提交
902
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
903 904 905

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
906
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
907

J
jfranc 已提交
908
			}
909 910 911

		} else {

M
Mr.doob 已提交
912
			renderer.render( drawStart, drawCount );
913

M
Mr.doob 已提交
914 915 916 917
		}

	};

918
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
919

T
Takahiro 已提交
920
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
921

922
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
923

924
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
925
				return;
B
Ben Adams 已提交
926

M
Mr.doob 已提交
927 928 929
			}

		}
B
Ben Adams 已提交
930

931 932
		if ( startIndex === undefined ) startIndex = 0;

933 934
		state.initAttributes();

935
		var geometryAttributes = geometry.attributes;
936

937
		var programAttributes = program.getAttributes();
938

939
		var materialDefaultAttributeValues = material.defaultAttributeValues;
940

941
		for ( var name in programAttributes ) {
942

943
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
944

M
Mr.doob 已提交
945
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
946

947
				var geometryAttribute = geometryAttributes[ name ];
948

M
Mr.doob 已提交
949
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
950

951
					var normalized = geometryAttribute.normalized;
952
					var size = geometryAttribute.itemSize;
953

M
Mr.doob 已提交
954
					var attribute = attributes.get( geometryAttribute );
955

M
Mr.doob 已提交
956 957 958
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
959

A
aardgoose 已提交
960
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
961

M
Mr.doob 已提交
962 963 964 965
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
966
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
967

968
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
969

M
Mr.doob 已提交
970
							if ( geometry.maxInstancedCount === undefined ) {
971

D
dubejf 已提交
972
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
973

M
Mr.doob 已提交
974
							}
B
Ben Adams 已提交
975

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

M
Mr.doob 已提交
978
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
979

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

M
Mr.doob 已提交
982
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
983
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
984

M
Mr.doob 已提交
985
					} else {
B
Ben Adams 已提交
986

A
aardgoose 已提交
987
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
988

989
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
990

M
Mr.doob 已提交
991
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
992

D
dubejf 已提交
993
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
994

M
Mr.doob 已提交
995
							}
B
Ben Adams 已提交
996

M
Mr.doob 已提交
997 998 999 1000
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
1003
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1004
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
1005

B
Ben Adams 已提交
1006
					}
M
Mr.doob 已提交
1007

1008 1009
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1010
					var value = materialDefaultAttributeValues[ name ];
1011

1012
					if ( value !== undefined ) {
M
Mr.doob 已提交
1013

1014
						switch ( value.length ) {
M
Mr.doob 已提交
1015

1016 1017 1018
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1019

1020 1021 1022
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1023

1024 1025 1026
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1027

1028 1029
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1030 1031

						}
M
Mr.doob 已提交
1032 1033 1034 1035 1036 1037 1038 1039

					}

				}

			}

		}
1040

1041
		state.disableUnusedAttributes();
1042

M
Mr.doob 已提交
1043 1044
	}

M
Mr.doob 已提交
1045
	// Compile
M
Mr.doob 已提交
1046

M
Mr.doob 已提交
1047
	this.compile = function ( scene, camera ) {
1048

M
Mr.doob 已提交
1049
		lights = [];
1050

M
Mr.doob 已提交
1051
		scene.traverse( function ( object ) {
G
gero3 已提交
1052 1053

			if ( object.isLight ) {
M
Mr.doob 已提交
1054 1055 1056

				lights.push( object );

G
gero3 已提交
1057
			}
M
Mr.doob 已提交
1058 1059 1060 1061 1062 1063 1064 1065 1066

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1067
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1068

G
gero3 已提交
1069
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1070 1071 1072

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

G
gero3 已提交
1073
					}
M
Mr.doob 已提交
1074

G
gero3 已提交
1075
				} else {
M
Mr.doob 已提交
1076 1077 1078

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

G
gero3 已提交
1079
				}
M
Mr.doob 已提交
1080

G
gero3 已提交
1081
			}
M
Mr.doob 已提交
1082 1083

		} );
G
gero3 已提交
1084 1085

	};
1086

M
Mr.doob 已提交
1087 1088
	// Rendering

1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102
	this.animate = function ( callback ) {

		function onFrame() {

			callback();

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

		}

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

	};

M
Mr.doob 已提交
1103
	this.render = function ( scene, camera, renderTarget, forceClear ) {
1104

0
06wj 已提交
1105
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1106

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

		}

1112 1113
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1114 1115
		// reset caching for this frame

1116
		_currentGeometryProgram = '';
1117
		_currentMaterialId = - 1;
1118
		_currentCamera = null;
M
Mr.doob 已提交
1119 1120 1121

		// update scene graph

1122
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1123 1124 1125

		// update camera matrices and frustum

1126
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1127

1128 1129 1130 1131 1132 1133
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1134 1135 1136
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

M
Mr.doob 已提交
1137
		lights.length = 0;
M
Mr.doob 已提交
1138 1139 1140
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1141
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1142
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1143

1144 1145 1146
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1147
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1148

1149
		currentRenderList.finish();
1150

M
Mr.doob 已提交
1151
		if ( _this.sortObjects === true ) {
1152

1153
			currentRenderList.sort();
M
Mr.doob 已提交
1154

1155 1156
		}

M
Mr.doob 已提交
1157
		//
M
Mr.doob 已提交
1158

T
tschw 已提交
1159
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1160

1161 1162
		setupShadows( lights );

M
Mr.doob 已提交
1163
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1164

1165 1166
		setupLights( lights, camera );

T
tschw 已提交
1167
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1168

M
Mr.doob 已提交
1169 1170
		//

M
Mr.doob 已提交
1171
		_infoRender.frame ++;
1172 1173 1174 1175
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1176

1177 1178 1179 1180 1181 1182
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1183 1184
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1185 1186
		//

1187
		background.render( scene, camera, forceClear );
M
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1188

1189
		// render scene
M
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1190

1191 1192
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
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1193

1194
		if ( scene.overrideMaterial ) {
M
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1195

1196
			var overrideMaterial = scene.overrideMaterial;
1197

1198 1199
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
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1200

1201
		} else {
M
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1202

1203
			// opaque pass (front-to-back order)
M
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1204

1205
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
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1206

1207
			// transparent pass (back-to-front order)
1208

1209
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1210 1211 1212 1213 1214

		}

		// custom render plugins (post pass)

M
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1215
		spritePlugin.render( scene, camera );
1216
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1217 1218 1219

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

M
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1220 1221
		if ( renderTarget ) {

1222
			textures.updateRenderTargetMipmap( renderTarget );
M
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1223 1224 1225

		}

1226
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1227

1228 1229 1230
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
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1231

M
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1232
		if ( camera.isArrayCamera ) {
1233 1234 1235 1236 1237

			_this.setScissorTest( false );

		}

M
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1238 1239 1240 1241 1242
		if ( vr.enabled ) {

			vr.submitFrame();

		}
M
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1243

M
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1244 1245 1246
		// _gl.finish();

	};
M
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1247

1248
	/*
M
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1249 1250
	// TODO Duplicated code (Frustum)

1251 1252
	var _sphere = new Sphere();

T
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1253 1254 1255 1256 1257 1258 1259
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1260
		_sphere.copy( geometry.boundingSphere ).
1261
		applyMatrix4( object.matrixWorld );
M
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1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277

		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
1278 1279

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1280 1281 1282 1283

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295

		var planes = _this.clippingPlanes,

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

		do {

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

T
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1296
		} while ( ++ i !== numPlanes );
T
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1297 1298 1299 1300

		return true;

	}
1301
	*/
T
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1302

M
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1303
	function projectObject( object, camera, sortObjects ) {
M
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1304

M
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1305
		if ( ! object.visible ) return;
M
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1306

1307
		var visible = object.layers.test( camera.layers );
M
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1308

1309
		if ( visible ) {
1310

1311
			if ( object.isLight ) {
M
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1312

1313
				lights.push( object );
M
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1314

1315
			} else if ( object.isSprite ) {
M
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1316

1317
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1318

1319
					sprites.push( object );
M
Mr.doob 已提交
1320

1321
				}
M
Mr.doob 已提交
1322

1323
			} else if ( object.isLensFlare ) {
M
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1324

1325
				lensFlares.push( object );
M
Mr.doob 已提交
1326

1327
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1328

1329
				if ( sortObjects ) {
M
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1330

1331 1332
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
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1333

1334
				}
M
Mr.doob 已提交
1335

1336
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1337

1338
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1339

1340
				if ( object.isSkinnedMesh ) {
1341

1342
					object.skeleton.update();
1343

1344
				}
1345

1346
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1347

1348 1349 1350 1351 1352 1353
					if ( sortObjects ) {

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

					}
1354

1355 1356
					var geometry = objects.update( object );
					var material = object.material;
1357

1358
					if ( Array.isArray( material ) ) {
1359

1360
						var groups = geometry.groups;
1361

1362
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1363

1364 1365
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1366

1367
							if ( groupMaterial && groupMaterial.visible ) {
1368

1369 1370 1371
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1372

M
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1373
						}
M
Mr.doob 已提交
1374

1375
					} else if ( material.visible ) {
1376

1377
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1378

1379
					}
M
Mr.doob 已提交
1380

1381
				}
M
Mr.doob 已提交
1382

1383
			}
M
Mr.doob 已提交
1384

M
Mr.doob 已提交
1385
		}
M
Mr.doob 已提交
1386

M
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1387
		var children = object.children;
M
Mr.doob 已提交
1388

M
Mr.doob 已提交
1389 1390
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1391
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1392

1393
		}
1394

1395
	}
M
Mr.doob 已提交
1396

1397
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1398

1399
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1400

1401
			var renderItem = renderList[ i ];
1402

1403 1404 1405 1406
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1407

1408
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1409

1410 1411
				_currentArrayCamera = camera;

1412
				var cameras = camera.cameras;
1413

1414
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1415

1416
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1417

1418
					if ( object.layers.test( camera2.layers ) ) {
1419

1420
						var bounds = camera2.bounds;
M
Mr.doob 已提交
1421

1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;

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

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

					}
M
Mr.doob 已提交
1434

1435
				}
1436

1437
			} else {
M
Mr.doob 已提交
1438

1439 1440
				_currentArrayCamera = null;

1441
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1442

1443
			}
M
Mr.doob 已提交
1444

1445
		}
M
Mr.doob 已提交
1446

1447
	}
G
gero3 已提交
1448

M
Mr.doob 已提交
1449 1450
	function renderObject( object, scene, camera, geometry, material, group ) {

1451 1452
		object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

M
Mr.doob 已提交
1472 1473
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
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1474 1475
	}

1476
	function initMaterial( material, fog, object ) {
M
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1477

1478
		var materialProperties = properties.get( material );
G
gero3 已提交
1479

T
tschw 已提交
1480
		var parameters = programCache.getParameters(
1481
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1482

G
gero3 已提交
1483
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1484

1485
		var program = materialProperties.program;
T
tschw 已提交
1486
		var programChange = true;
1487

1488
		if ( program === undefined ) {
B
Ben Adams 已提交
1489

M
Mr.doob 已提交
1490 1491
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1492

1493
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1494

M
Mr.doob 已提交
1495
			// changed glsl or parameters
1496
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1497

G
gero3 已提交
1498
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1499

T
tschw 已提交
1500
			// same glsl and uniform list
T
tschw 已提交
1501 1502
			return;

T
tschw 已提交
1503
		} else {
B
Ben Adams 已提交
1504

T
tschw 已提交
1505 1506
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1507 1508 1509

		}

1510
		if ( programChange ) {
B
Ben Adams 已提交
1511

1512
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1513

R
Rich Harris 已提交
1514
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1515

1516
				materialProperties.shader = {
1517
					name: material.type,
1518
					uniforms: UniformsUtils.clone( shader.uniforms ),
1519 1520 1521
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1522

1523
			} else {
B
Ben Adams 已提交
1524

1525
				materialProperties.shader = {
1526 1527 1528 1529 1530
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1531

1532
			}
G
gero3 已提交
1533

1534
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1535

1536
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1537

1538 1539
			materialProperties.program = program;
			material.program = program;
1540 1541 1542

		}

1543
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1544 1545 1546 1547 1548

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1549
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1550

1551
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1565
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1566

1567
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1568 1569 1570 1571 1572 1573 1574 1575 1576

					material.numSupportedMorphNormals ++;

				}

			}

		}

1577
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1578

1579
		if ( ! material.isShaderMaterial &&
1580 1581
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1582

T
tschw 已提交
1583
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1584
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1585
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1586 1587 1588

		}

1589
		materialProperties.fog = fog;
1590

1591
		// store the light setup it was created for
1592

1593
		materialProperties.lightsHash = _lights.hash;
1594

M
Mr.doob 已提交
1595
		if ( material.lights ) {
1596 1597 1598 1599 1600 1601

			// 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;
1602
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1603
			uniforms.pointLights.value = _lights.point;
1604 1605
			uniforms.hemisphereLights.value = _lights.hemi;

1606 1607 1608 1609 1610 1611
			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;
1612
			// TODO (abelnation): add area lights shadow info to uniforms
1613

1614 1615
		}

T
tschw 已提交
1616 1617
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1618
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1619

T
tschw 已提交
1620
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1621

M
Mr.doob 已提交
1622
	}
M
Mr.doob 已提交
1623

1624
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1625 1626 1627

		_usedTextureUnits = 0;

1628
		var materialProperties = properties.get( material );
1629

T
tschw 已提交
1630 1631 1632 1633 1634
		if ( _clippingEnabled ) {

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

				var useCache =
1635 1636
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1637 1638 1639 1640

				// 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
1641
				_clipping.setState(
1642 1643
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1644 1645 1646 1647 1648

			}

		}

1649
		if ( material.needsUpdate === false ) {
1650

1651
			if ( materialProperties.program === undefined ) {
1652

1653
				material.needsUpdate = true;
1654

1655
			} else if ( material.fog && materialProperties.fog !== fog ) {
1656

M
Mr.doob 已提交
1657
				material.needsUpdate = true;
1658

1659
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1660

1661
				material.needsUpdate = true;
1662

1663
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1664
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1665
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1666 1667 1668

				material.needsUpdate = true;

1669
			}
1670 1671 1672 1673

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1674

1675
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1676 1677 1678 1679
			material.needsUpdate = false;

		}

1680
		var refreshProgram = false;
M
Mr.doob 已提交
1681
		var refreshMaterial = false;
1682
		var refreshLights = false;
M
Mr.doob 已提交
1683

1684
		var program = materialProperties.program,
1685
			p_uniforms = program.getUniforms(),
1686
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1687

1688
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1689

1690
			refreshProgram = true;
M
Mr.doob 已提交
1691
			refreshMaterial = true;
1692
			refreshLights = true;
M
Mr.doob 已提交
1693 1694 1695 1696 1697 1698

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1699

M
Mr.doob 已提交
1700 1701 1702 1703
			refreshMaterial = true;

		}

1704
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1705

M
Mr.doob 已提交
1706
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1707

G
gero3 已提交
1708
			if ( capabilities.logarithmicDepthBuffer ) {
1709

T
tschw 已提交
1710
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1711
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1712 1713 1714

			}

1715
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1716

1717
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1718

1719
				_currentCamera = ( _currentArrayCamera || camera );
1720 1721 1722 1723 1724 1725

				// 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
1726
				refreshLights = true;		// remains set until update done
1727 1728

			}
M
Mr.doob 已提交
1729

1730 1731 1732
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1733
			if ( material.isShaderMaterial ||
1734 1735 1736
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1737

T
tschw 已提交
1738 1739 1740
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1741

T
tschw 已提交
1742
					uCamPos.setValue( _gl,
1743
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1744 1745 1746 1747 1748

				}

			}

1749
			if ( material.isMeshPhongMaterial ||
1750 1751 1752 1753
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1754
				material.skinning ) {
1755

T
tschw 已提交
1756
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1757 1758 1759

			}

M
Mr.doob 已提交
1760 1761 1762 1763 1764 1765
		}

		// 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

1766
		if ( material.skinning ) {
M
Mr.doob 已提交
1767

T
tschw 已提交
1768 1769
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1770

T
tschw 已提交
1771
			var skeleton = object.skeleton;
1772

T
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1773
			if ( skeleton ) {
1774

1775 1776
				var bones = skeleton.bones;

1777
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1778

1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803
					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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1804 1805
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1806

T
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1807
				} else {
M
Mr.doob 已提交
1808

T
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1809
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1810 1811 1812 1813 1814 1815 1816 1817 1818

				}

			}

		}

		if ( refreshMaterial ) {

1819 1820 1821
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1822
			if ( material.lights ) {
M
Mr.doob 已提交
1823

1824
				// the current material requires lighting info
M
Mr.doob 已提交
1825

T
tschw 已提交
1826 1827 1828 1829 1830 1831
				// 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
1832

T
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1833
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1834

T
tschw 已提交
1835
			}
G
gero3 已提交
1836

T
tschw 已提交
1837
			// refresh uniforms common to several materials
G
gero3 已提交
1838

T
tschw 已提交
1839
			if ( fog && material.fog ) {
G
gero3 已提交
1840

T
tschw 已提交
1841
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1842 1843 1844

			}

1845
			if ( material.isMeshBasicMaterial ||
1846 1847 1848
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1849
				material.isMeshNormalMaterial ||
1850
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1851 1852 1853 1854 1855 1856 1857

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1858
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1859 1860 1861

				refreshUniformsLine( m_uniforms, material );

1862
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1863 1864 1865 1866

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

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

M
Mr.doob 已提交
1869
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1870

1871
			} else if ( material.isMeshLambertMaterial ) {
1872 1873 1874

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1875 1876 1877 1878
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1879 1880 1881 1882
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1883
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1884 1885 1886

				refreshUniformsPhysical( m_uniforms, material );

1887
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1888

1889
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1890

1891
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1892

1893 1894 1895 1896 1897 1898 1899 1900
				if ( material.displacementMap ) {

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

				}

1901
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1902

1903
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1904 1905 1906

			}

M
Mr.doob 已提交
1907 1908 1909 1910 1911 1912
			// 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
1913
			WebGLUniforms.upload(
1914
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1915 1916 1917

		}

M
Mr.doob 已提交
1918

T
tschw 已提交
1919
		// common matrices
M
Mr.doob 已提交
1920

M
Mr.doob 已提交
1921 1922
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1923
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1924

T
tschw 已提交
1925
		return program;
A
arose 已提交
1926 1927 1928

	}

M
Mr.doob 已提交
1929 1930
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1931
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1932 1933 1934

		uniforms.opacity.value = material.opacity;

1935
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1936

1937
		if ( material.emissive ) {
M
Mr.doob 已提交
1938

1939
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1940 1941 1942

		}

1943 1944 1945
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1946

1947 1948 1949 1950 1951 1952 1953
		if ( material.lightMap ) {

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

		}

1954
		if ( material.aoMap ) {
1955

1956 1957
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1958 1959 1960

		}

M
Mr.doob 已提交
1961
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1962 1963 1964 1965 1966
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1967
		// 6. emissive map
M
Mr.doob 已提交
1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

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

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1983 1984 1985 1986 1987 1988 1989 1990
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1991 1992 1993 1994 1995 1996 1997 1998
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1999 2000 2001 2002
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2003 2004 2005 2006
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2007 2008 2009 2010
		}

		if ( uvScaleMap !== undefined ) {

2011
			// backwards compatibility
2012
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2013 2014 2015 2016 2017

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2018 2019 2020 2021 2022 2023 2024 2025
			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;
2026 2027 2028 2029 2030

		// 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
2031
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2032

2033
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2034 2035
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2036
	}
M
Mr.doob 已提交
2037

M
Mr.doob 已提交
2038
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2039 2040 2041 2042

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

M
Mr.doob 已提交
2043
	}
M
Mr.doob 已提交
2044

M
Mr.doob 已提交
2045
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2046 2047 2048 2049 2050

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

M
Mr.doob 已提交
2051
	}
M
Mr.doob 已提交
2052

M
Mr.doob 已提交
2053
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2054

2055
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2056
		uniforms.opacity.value = material.opacity;
2057
		uniforms.size.value = material.size * _pixelRatio;
2058
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2059 2060 2061

		uniforms.map.value = material.map;

2062 2063 2064 2065 2066 2067 2068 2069 2070
		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
2071
	}
M
Mr.doob 已提交
2072

M
Mr.doob 已提交
2073
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2074 2075 2076

		uniforms.fogColor.value = fog.color;

2077
		if ( fog.isFog ) {
M
Mr.doob 已提交
2078 2079 2080 2081

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

2082
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2083 2084 2085 2086 2087

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2088
	}
M
Mr.doob 已提交
2089

M
Mr.doob 已提交
2090
	function refreshUniformsLambert( uniforms, material ) {
2091 2092 2093 2094 2095 2096 2097 2098 2099

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2100
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2101

2102
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2103
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2104

2105
		if ( material.emissiveMap ) {
2106

2107
			uniforms.emissiveMap.value = material.emissiveMap;
2108

2109
		}
M
Mr.doob 已提交
2110

2111 2112 2113 2114
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2115

2116
		}
M
Mr.doob 已提交
2117

2118 2119 2120 2121 2122 2123
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2124

2125 2126 2127 2128 2129
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2130

2131
		}
2132

T
Takahiro 已提交
2133 2134 2135 2136 2137 2138
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2139
		if ( material.gradientMap ) {
T
Takahiro 已提交
2140

T
Takahiro 已提交
2141
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2142 2143 2144

		}

2145 2146
	}

M
Mr.doob 已提交
2147
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200

		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
2201
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2202

2203 2204 2205
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2206 2207 2208 2209
		refreshUniformsStandard( uniforms, material );

	}

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
	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;

		}

	}

2236 2237
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2238
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2239

M
Mr.doob 已提交
2240
		uniforms.ambientLightColor.needsUpdate = value;
2241

B
Ben Houston 已提交
2242 2243 2244
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2245
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2246
		uniforms.hemisphereLights.needsUpdate = value;
2247

M
Mr.doob 已提交
2248
	}
2249

T
tschw 已提交
2250
	// Lighting
M
Mr.doob 已提交
2251

M
Mr.doob 已提交
2252
	function setupShadows( lights ) {
2253 2254 2255 2256 2257 2258 2259 2260 2261

		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
2262 2263
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2264 2265 2266 2267 2268 2269 2270 2271 2272

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2273
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2274

M
Mr.doob 已提交
2275
		var l, ll, light, shadow,
2276 2277 2278 2279 2280
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2281

2282
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2283

M
Mr.doob 已提交
2284 2285 2286 2287 2288
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2289 2290 2291 2292 2293 2294 2295 2296 2297

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

			light = lights[ l ];

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

2298
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2299

2300
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2301

2302 2303 2304
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2305

2306
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2307

M
Mr.doob 已提交
2308
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2309

2310
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2311
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2312
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2313 2314 2315
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2316
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2317

2318
				if ( light.castShadow ) {
M
Mr.doob 已提交
2319

M
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2320 2321 2322 2323 2324
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2325

2326 2327
				}

2328
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2329
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2330 2331 2332
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2333

2334
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2335

M
Mr.doob 已提交
2336
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2337 2338 2339

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2340

M
Mr.doob 已提交
2341 2342 2343 2344 2345 2346 2347 2348
				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 );

2349 2350
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2351
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2352

2353
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2354

2355 2356
				if ( light.castShadow ) {

M
Mr.doob 已提交
2357 2358 2359 2360 2361
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2362

2363 2364
				}

2365
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2366
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2367 2368 2369
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2370

2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400
			} 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
2401 2402 2403
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2404

2405
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2406

M
Mr.doob 已提交
2407
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2408

M
Mr.doob 已提交
2409 2410
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2411

M
Mr.doob 已提交
2412 2413
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2414 2415
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2416
				uniforms.shadow = light.castShadow;
2417

M
Mr.doob 已提交
2418
				if ( light.castShadow ) {
2419

M
Mr.doob 已提交
2420 2421 2422 2423 2424
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2425 2426

				}
2427

2428
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2429
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2430 2431 2432
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2433

2434
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2435

M
Mr.doob 已提交
2436
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2437 2438 2439 2440

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2441

M
Mr.doob 已提交
2442 2443
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2444

M
Mr.doob 已提交
2445 2446 2447
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2448 2449 2450 2451 2452

			}

		}

M
Mr.doob 已提交
2453 2454 2455
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2456

M
Mr.doob 已提交
2457 2458
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2459
		_lights.rectArea.length = rectAreaLength;
2460
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2461
		_lights.hemi.length = hemiLength;
2462

2463 2464
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2465

M
Mr.doob 已提交
2466
	}
M
Mr.doob 已提交
2467 2468 2469 2470 2471

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2472
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2473
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2474 2475 2476 2477 2478

	};

	// Textures

T
tschw 已提交
2479 2480 2481 2482 2483 2484
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2485
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2486 2487 2488 2489 2490 2491 2492 2493 2494

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2495
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2496

2497
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2498
	this.setTexture2D = ( function () {
T
tschw 已提交
2499

2500
		var warned = false;
T
tschw 已提交
2501

2502
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2503
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2504

T
Takahiro 已提交
2505
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2506

2507
				if ( ! warned ) {
T
tschw 已提交
2508

2509 2510
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2511

2512
				}
T
tschw 已提交
2513

2514
				texture = texture.texture;
T
tschw 已提交
2515

2516
			}
T
tschw 已提交
2517

2518
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2519

2520
		};
T
tschw 已提交
2521

2522
	}() );
T
tschw 已提交
2523

M
Mr.doob 已提交
2524
	this.setTexture = ( function () {
2525 2526 2527

		var warned = false;

W
WestLangley 已提交
2528
		return function setTexture( texture, slot ) {
2529 2530 2531 2532 2533 2534 2535 2536

			if ( ! warned ) {

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

			}

2537
			textures.setTexture2D( texture, slot );
2538 2539 2540 2541 2542

		};

	}() );

M
Mr.doob 已提交
2543
	this.setTextureCube = ( function () {
2544 2545 2546

		var warned = false;

W
WestLangley 已提交
2547
		return function setTextureCube( texture, slot ) {
2548 2549

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2550
			if ( texture && texture.isWebGLRenderTargetCube ) {
2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564

				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
2565
			if ( ( texture && texture.isCubeTexture ) ||
2566
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2567 2568 2569 2570

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2571
				textures.setTextureCube( texture, slot );
2572 2573 2574 2575 2576

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2577
				textures.setTextureCubeDynamic( texture, slot );
2578 2579 2580 2581 2582 2583

			}

		};

	}() );
T
tschw 已提交
2584

2585
	this.getRenderTarget = function () {
2586 2587 2588

		return _currentRenderTarget;

M
Michael Herzog 已提交
2589
	};
2590

2591
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2592

2593 2594
		_currentRenderTarget = renderTarget;

2595
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2596

2597
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2598 2599 2600

		}

T
Takahiro 已提交
2601
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2602
		var framebuffer;
M
Mr.doob 已提交
2603 2604 2605

		if ( renderTarget ) {

2606
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2607

M
Mr.doob 已提交
2608 2609
			if ( isCube ) {

2610
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2611 2612 2613

			} else {

2614
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2615 2616 2617

			}

2618 2619
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2620

2621
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2622 2623 2624 2625 2626

		} else {

			framebuffer = null;

2627
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2628
			_currentScissorTest = _scissorTest;
2629

2630
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2631 2632 2633

		}

M
Mr.doob 已提交
2634
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2635 2636 2637 2638 2639 2640

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

		}

2641 2642
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2643

0
06wj 已提交
2644
		state.viewport( _currentViewport );
2645

M
Mr.doob 已提交
2646 2647 2648
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2649
			_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
2650 2651 2652

		}

M
Mr.doob 已提交
2653 2654
	};

M
Mr.doob 已提交
2655
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2656

0
06wj 已提交
2657
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2658

2659
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2660
			return;
2661

G
gero3 已提交
2662
		}
2663

M
Mr.doob 已提交
2664
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2665

M
Mr.doob 已提交
2666
		if ( framebuffer ) {
2667

G
gero3 已提交
2668
			var restore = false;
2669

M
Mr.doob 已提交
2670
			if ( framebuffer !== _currentFramebuffer ) {
2671

M
Mr.doob 已提交
2672
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2673

G
gero3 已提交
2674
				restore = true;
2675

G
gero3 已提交
2676
			}
2677

M
Mr.doob 已提交
2678
			try {
2679

M
Mr.doob 已提交
2680
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2681 2682
				var textureFormat = texture.format;
				var textureType = texture.type;
2683

M
Mr.doob 已提交
2684
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2685

M
Mr.doob 已提交
2686 2687
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2688

M
Mr.doob 已提交
2689
				}
2690

M
Mr.doob 已提交
2691
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2692 2693
					! ( 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' ) ) ) {
2694

M
Mr.doob 已提交
2695 2696
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2697

M
Mr.doob 已提交
2698
				}
2699

M
Mr.doob 已提交
2700
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2701

2702 2703
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2704
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2705

M
Mr.doob 已提交
2706
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2707 2708

					}
2709

M
Mr.doob 已提交
2710
				} else {
M
Mr.doob 已提交
2711

M
Mr.doob 已提交
2712 2713 2714
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2715

M
Mr.doob 已提交
2716
			} finally {
M
Mr.doob 已提交
2717

M
Mr.doob 已提交
2718 2719 2720
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2721

M
Mr.doob 已提交
2722 2723 2724
				}

			}
M
Mr.doob 已提交
2725 2726 2727

		}

M
Mr.doob 已提交
2728 2729
	};

M
Mr.doob 已提交
2730 2731
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2732
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2733

2734 2735
		var extension;

R
Rich Harris 已提交
2736 2737 2738
		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
2739

R
Rich Harris 已提交
2740 2741 2742
		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
2743

R
Rich Harris 已提交
2744 2745 2746
		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
2747

R
Rich Harris 已提交
2748 2749 2750 2751
		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
2752

R
Rich Harris 已提交
2753 2754 2755 2756 2757 2758
		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
M
Mr.doob 已提交
2759

2760
		if ( p === HalfFloatType ) {
2761

2762
			extension = extensions.get( 'OES_texture_half_float' );
2763

2764
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2765 2766 2767

		}

R
Rich Harris 已提交
2768 2769 2770 2771 2772 2773
		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;
2774
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2775

R
Rich Harris 已提交
2776 2777 2778
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2779

R
Rich Harris 已提交
2780 2781 2782 2783 2784 2785 2786 2787
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2788

R
Rich Harris 已提交
2789 2790 2791
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2792

2793 2794
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
M
Mr.doob 已提交
2795

2796
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2797

2798 2799 2800 2801 2802 2803 2804 2805
			if ( extension !== null ) {

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

			}
M
Mr.doob 已提交
2806 2807 2808

		}

2809
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2810
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2811

2812
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
P
Pierre Lepers 已提交
2813

2814 2815 2816 2817 2818 2819 2820 2821
			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;

			}
P
Pierre Lepers 已提交
2822 2823 2824

		}

2825
		if ( p === RGB_ETC1_Format ) {
2826

2827
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2828

2829
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2830 2831 2832

		}

2833 2834 2835
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2836

2837
			if ( extension !== null ) {
2838

2839 2840 2841 2842
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2843 2844 2845

		}

2846
		if ( p === UnsignedInt248Type ) {
2847

2848
			extension = extensions.get( 'WEBGL_depth_texture' );
2849

2850
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2851 2852 2853

		}

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Mr.doob 已提交
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		return 0;

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Mr.doob 已提交
2856
	}
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Mr.doob 已提交
2857

M
Mr.doob 已提交
2858
}
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Rich Harris 已提交
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T
Tristan VALCKE 已提交
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2861
export { WebGLRenderer };