WebGLRenderer.js 67.0 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLBackground } from './webgl/WebGLBackground';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
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import { WebVRManager } from './webvr/WebVRManager';
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import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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

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

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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	function getTargetPixelRatio() {

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

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	function setDefaultGLState() {
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		state.init();
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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	}
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	function resetGLState() {
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		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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	this.getDrawingBufferSize = function () {
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		return {
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			width: _width * _pixelRatio,
			height: _height * _pixelRatio
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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.setDrawingBufferSize = function ( width, height, pixelRatio ) {

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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

612
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
613
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
614

615 616
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
617 618 619 620 621

		}

		if ( object.hasNormals ) {

622
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
623

624
			if ( ! material.isMeshPhongMaterial &&
625
				! material.isMeshStandardMaterial &&
626
				! material.isMeshNormalMaterial &&
627
				material.shading === FlatShading ) {
M
Mr.doob 已提交
628

629
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
630

631
					var array = object.normalArray;
M
Mr.doob 已提交
632

633 634 635
					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
636

637 638 639
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
640

641 642 643
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
644

645 646 647
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
648 649 650 651 652 653

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
654

655
			state.enableAttribute( programAttributes.normal );
656

657
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
658 659 660 661 662

		}

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

663
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
664
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
665

666
			state.enableAttribute( programAttributes.uv );
667

668
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
669 670 671

		}

R
Rich Harris 已提交
672
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
673

674
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
675
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
676

677
			state.enableAttribute( programAttributes.color );
678

679
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
680 681 682

		}

683
		state.disableUnusedAttributes();
684

M
Mr.doob 已提交
685 686 687 688 689 690
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
691 692 693 694 695 696
	function absNumericalSort( a, b ) {

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

	}

697
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
698

699
		state.setMaterial( material );
M
Mr.doob 已提交
700

M
Mr.doob 已提交
701
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
702
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
703

M
Mr.doob 已提交
704
		var updateBuffers = false;
M
Mr.doob 已提交
705 706 707 708 709 710 711 712 713 714 715 716 717 718

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

M
Mr.doob 已提交
719 720
			// TODO Remove allocations

M
Mr.doob 已提交
721 722 723 724 725 726 727 728 729
			var activeInfluences = [];

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

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

			}

730
			activeInfluences.sort( absNumericalSort );
M
Mr.doob 已提交
731 732 733 734 735 736 737

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

738 739
			var morphAttributes = geometry.morphAttributes;

M
Mr.doob 已提交
740 741 742 743 744 745 746
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

747
					var index = influence[ 1 ];
M
Mr.doob 已提交
748

749 750
					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
751 752 753

				} else {

754 755
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
Mr.doob 已提交
756 757 758 759 760

				}

			}

761 762 763 764 765 766
			for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

				morphInfluences[ i ] = 0.0;

			}

M
Mr.doob 已提交
767
			program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
768 769 770 771 772

			updateBuffers = true;

		}

773 774
		//

775
		var index = geometry.index;
776
		var position = geometry.attributes.position;
777
		var rangeFactor = 1;
778

779 780
		if ( material.wireframe === true ) {

781
			index = geometries.getWireframeAttribute( geometry );
782
			rangeFactor = 2;
783 784 785

		}

M
Mr.doob 已提交
786
		var attribute;
M
Mr.doob 已提交
787
		var renderer = bufferRenderer;
788

789
		if ( index !== null ) {
790

M
Mr.doob 已提交
791
			attribute = attributes.get( index );
792

793
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
794
			renderer.setIndex( attribute );
795

796
		}
M
Mr.doob 已提交
797

798
		if ( updateBuffers ) {
M
Mr.doob 已提交
799

800
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
801

802
			if ( index !== null ) {
803

M
Mr.doob 已提交
804
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
805 806 807

			}

808
		}
809

810 811
		//

812
		var dataCount = 0;
813

M
Mr.doob 已提交
814
		if ( index !== null ) {
815

M
Mr.doob 已提交
816
			dataCount = index.count;
817

M
Mr.doob 已提交
818
		} else if ( position !== undefined ) {
819

M
Mr.doob 已提交
820
			dataCount = position.count;
821

M
Mr.doob 已提交
822
		}
823

M
Mr.doob 已提交
824 825
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
826

M
Mr.doob 已提交
827 828
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
829

M
Mr.doob 已提交
830 831
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
832 833 834

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

835 836
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
837
		//
838

839
		if ( object.isMesh ) {
840

841
			if ( material.wireframe === true ) {
842

843
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
844
				renderer.setMode( _gl.LINES );
845

846
			} else {
M
Mr.doob 已提交
847 848

				switch ( object.drawMode ) {
849

R
Rich Harris 已提交
850
					case TrianglesDrawMode:
B
Ben Adams 已提交
851 852 853
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
854
					case TriangleStripDrawMode:
B
Ben Adams 已提交
855 856 857
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
858
					case TriangleFanDrawMode:
B
Ben Adams 已提交
859 860 861 862
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
863

864
			}
865

866

867
		} else if ( object.isLine ) {
868

869
			var lineWidth = material.linewidth;
870

871
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
872

873
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
874

875
			if ( object.isLineSegments ) {
876

877
				renderer.setMode( _gl.LINES );
878

879 880 881 882
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

883
			} else {
884

885
				renderer.setMode( _gl.LINE_STRIP );
886 887

			}
M
Mr.doob 已提交
888

889
		} else if ( object.isPoints ) {
890 891

			renderer.setMode( _gl.POINTS );
892 893

		}
894

T
Takahiro 已提交
895
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
896 897 898

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
899
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
900

J
jfranc 已提交
901
			}
902 903 904

		} else {

M
Mr.doob 已提交
905
			renderer.render( drawStart, drawCount );
906

M
Mr.doob 已提交
907 908 909 910
		}

	};

911
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
912

T
Takahiro 已提交
913
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
914

915
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
916

917
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
918
				return;
B
Ben Adams 已提交
919

M
Mr.doob 已提交
920 921 922
			}

		}
B
Ben Adams 已提交
923

924 925
		if ( startIndex === undefined ) startIndex = 0;

926 927
		state.initAttributes();

928
		var geometryAttributes = geometry.attributes;
929

930
		var programAttributes = program.getAttributes();
931

932
		var materialDefaultAttributeValues = material.defaultAttributeValues;
933

934
		for ( var name in programAttributes ) {
935

936
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
937

M
Mr.doob 已提交
938
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
939

940
				var geometryAttribute = geometryAttributes[ name ];
941

M
Mr.doob 已提交
942
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
943

944
					var normalized = geometryAttribute.normalized;
945
					var size = geometryAttribute.itemSize;
946

M
Mr.doob 已提交
947
					var attribute = attributes.get( geometryAttribute );
948

M
Mr.doob 已提交
949 950 951
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
952

A
aardgoose 已提交
953
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
954

M
Mr.doob 已提交
955 956 957 958
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
959
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
960

961
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
962

M
Mr.doob 已提交
963
							if ( geometry.maxInstancedCount === undefined ) {
964

D
dubejf 已提交
965
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
966

M
Mr.doob 已提交
967
							}
B
Ben Adams 已提交
968

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

M
Mr.doob 已提交
971
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
972

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

M
Mr.doob 已提交
975
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
976
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
977

M
Mr.doob 已提交
978
					} else {
B
Ben Adams 已提交
979

A
aardgoose 已提交
980
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
981

982
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
983

M
Mr.doob 已提交
984
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
985

D
dubejf 已提交
986
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
987

M
Mr.doob 已提交
988
							}
B
Ben Adams 已提交
989

M
Mr.doob 已提交
990 991 992 993
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
996
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
997
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
998

B
Ben Adams 已提交
999
					}
M
Mr.doob 已提交
1000

1001 1002
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1003
					var value = materialDefaultAttributeValues[ name ];
1004

1005
					if ( value !== undefined ) {
M
Mr.doob 已提交
1006

1007
						switch ( value.length ) {
M
Mr.doob 已提交
1008

1009 1010 1011
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1012

1013 1014 1015
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1016

1017 1018 1019
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1020

1021 1022
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1023 1024

						}
M
Mr.doob 已提交
1025 1026 1027 1028 1029 1030 1031 1032

					}

				}

			}

		}
1033

1034
		state.disableUnusedAttributes();
1035

M
Mr.doob 已提交
1036 1037
	}

M
Mr.doob 已提交
1038
	// Compile
M
Mr.doob 已提交
1039

M
Mr.doob 已提交
1040
	this.compile = function ( scene, camera ) {
1041

M
Mr.doob 已提交
1042
		lights = [];
1043

M
Mr.doob 已提交
1044
		scene.traverse( function ( object ) {
G
gero3 已提交
1045 1046

			if ( object.isLight ) {
M
Mr.doob 已提交
1047 1048 1049

				lights.push( object );

G
gero3 已提交
1050
			}
M
Mr.doob 已提交
1051 1052 1053 1054 1055 1056 1057 1058 1059

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1060
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1061

G
gero3 已提交
1062
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1063 1064 1065

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

G
gero3 已提交
1066
					}
M
Mr.doob 已提交
1067

G
gero3 已提交
1068
				} else {
M
Mr.doob 已提交
1069 1070 1071

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

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

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

		} );
G
gero3 已提交
1077 1078

	};
1079

M
Mr.doob 已提交
1080 1081
	// Rendering

1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095
	this.animate = function ( callback ) {

		function onFrame() {

			callback();

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

		}

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

	};

M
Mr.doob 已提交
1096
	this.render = function ( scene, camera, renderTarget, forceClear ) {
1097

0
06wj 已提交
1098
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1099

1100
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1101 1102 1103 1104 1105 1106
			return;

		}

		// reset caching for this frame

1107
		_currentGeometryProgram = '';
1108
		_currentMaterialId = - 1;
1109
		_currentCamera = null;
M
Mr.doob 已提交
1110 1111 1112

		// update scene graph

1113
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1114 1115 1116

		// update camera matrices and frustum

1117
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1118

1119 1120 1121 1122 1123 1124
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1125 1126 1127
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

M
Mr.doob 已提交
1128
		lights.length = 0;
M
Mr.doob 已提交
1129 1130 1131
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1132
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1133
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1134

1135 1136 1137
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1138
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1139

1140
		currentRenderList.finish();
1141

M
Mr.doob 已提交
1142
		if ( _this.sortObjects === true ) {
1143

1144
			currentRenderList.sort();
M
Mr.doob 已提交
1145

1146 1147
		}

M
Mr.doob 已提交
1148
		//
M
Mr.doob 已提交
1149

T
tschw 已提交
1150
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1151

1152 1153
		setupShadows( lights );

M
Mr.doob 已提交
1154
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1155

1156 1157
		setupLights( lights, camera );

T
tschw 已提交
1158
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1159

M
Mr.doob 已提交
1160 1161
		//

M
Mr.doob 已提交
1162
		_infoRender.frame ++;
1163 1164 1165 1166
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1167

1168 1169 1170 1171 1172 1173
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1174 1175
		this.setRenderTarget( renderTarget );

M
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1176 1177
		//

1178
		background.render( scene, camera, forceClear );
M
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1179

1180
		// render scene
M
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1181

1182 1183
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
M
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1184

1185
		if ( scene.overrideMaterial ) {
M
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1186

1187
			var overrideMaterial = scene.overrideMaterial;
1188

1189 1190
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
Mr.doob 已提交
1191

1192
		} else {
M
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1193

1194
			// opaque pass (front-to-back order)
M
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1195

1196
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
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1197

1198
			// transparent pass (back-to-front order)
1199

1200
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
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1201 1202 1203 1204 1205

		}

		// custom render plugins (post pass)

M
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1206
		spritePlugin.render( scene, camera );
1207
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1208 1209 1210

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

M
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1211 1212
		if ( renderTarget ) {

1213
			textures.updateRenderTargetMipmap( renderTarget );
M
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1214 1215 1216

		}

1217
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1218

1219 1220 1221
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
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1222

M
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1223
		if ( camera.isArrayCamera ) {
1224 1225 1226 1227 1228

			_this.setScissorTest( false );

		}

M
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1229 1230 1231 1232 1233
		if ( vr.enabled ) {

			vr.submitFrame();

		}
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1234

M
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1235 1236 1237
		// _gl.finish();

	};
M
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1238

1239
	/*
M
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1240 1241
	// TODO Duplicated code (Frustum)

1242 1243
	var _sphere = new Sphere();

T
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1244 1245 1246 1247 1248 1249 1250
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1251
		_sphere.copy( geometry.boundingSphere ).
1252
		applyMatrix4( object.matrixWorld );
M
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1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268

		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
1269 1270

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1271 1272 1273 1274

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286

		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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1287
		} while ( ++ i !== numPlanes );
T
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1288 1289 1290 1291

		return true;

	}
1292
	*/
T
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1293

M
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1294
	function projectObject( object, camera, sortObjects ) {
M
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1295

M
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1296
		if ( ! object.visible ) return;
M
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1297

1298
		var visible = object.layers.test( camera.layers );
M
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1299

1300
		if ( visible ) {
1301

1302
			if ( object.isLight ) {
M
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1303

1304
				lights.push( object );
M
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1305

1306
			} else if ( object.isSprite ) {
M
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1307

1308
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1309

1310
					sprites.push( object );
M
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1311

1312
				}
M
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1313

1314
			} else if ( object.isLensFlare ) {
M
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1315

1316
				lensFlares.push( object );
M
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1317

1318
			} else if ( object.isImmediateRenderObject ) {
M
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1319

1320
				if ( sortObjects ) {
M
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1321

1322 1323
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
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1324

1325
				}
M
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1326

1327
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1328

1329
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1330

1331
				if ( object.isSkinnedMesh ) {
1332

1333
					object.skeleton.update();
1334

1335
				}
1336

1337
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1338

1339 1340 1341 1342 1343 1344
					if ( sortObjects ) {

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

					}
1345

1346 1347
					var geometry = objects.update( object );
					var material = object.material;
1348

1349
					if ( Array.isArray( material ) ) {
1350

1351
						var groups = geometry.groups;
1352

1353
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1354

1355 1356
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1357

1358
							if ( groupMaterial && groupMaterial.visible ) {
1359

1360 1361 1362
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1363

M
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1364
						}
M
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1365

1366
					} else if ( material.visible ) {
1367

1368
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1369

1370
					}
M
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1371

1372
				}
M
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1373

1374
			}
M
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1375

M
Mr.doob 已提交
1376
		}
M
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1377

M
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1378
		var children = object.children;
M
Mr.doob 已提交
1379

M
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1380 1381
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
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1382
			projectObject( children[ i ], camera, sortObjects );
M
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1383

1384
		}
1385

1386
	}
M
Mr.doob 已提交
1387

1388
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1389

1390
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1391

1392
			var renderItem = renderList[ i ];
1393

1394 1395 1396 1397
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1398

1399
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1400

1401 1402
				_currentArrayCamera = camera;

1403
				var cameras = camera.cameras;
1404

1405
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1406

1407
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1408

1409
					if ( object.layers.test( camera2.layers ) ) {
1410

1411
						var bounds = camera2.bounds;
M
Mr.doob 已提交
1412

1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424
						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
1425

1426
				}
1427

1428
			} else {
M
Mr.doob 已提交
1429

1430 1431
				_currentArrayCamera = null;

1432
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1433

1434
			}
M
Mr.doob 已提交
1435

1436
		}
M
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1437

1438
	}
G
gero3 已提交
1439

M
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1440 1441 1442 1443 1444
	function renderObject( object, scene, camera, geometry, material, group ) {

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

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

M
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1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462
		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
1463 1464
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
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1465 1466
	}

1467
	function initMaterial( material, fog, object ) {
M
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1468

1469
		var materialProperties = properties.get( material );
G
gero3 已提交
1470

T
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1471
		var parameters = programCache.getParameters(
1472
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1473

G
gero3 已提交
1474
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1475

1476
		var program = materialProperties.program;
T
tschw 已提交
1477
		var programChange = true;
1478

1479
		if ( program === undefined ) {
B
Ben Adams 已提交
1480

M
Mr.doob 已提交
1481 1482
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1483

1484
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1485

M
Mr.doob 已提交
1486
			// changed glsl or parameters
1487
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1488

G
gero3 已提交
1489
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1490

T
tschw 已提交
1491
			// same glsl and uniform list
T
tschw 已提交
1492 1493
			return;

T
tschw 已提交
1494
		} else {
B
Ben Adams 已提交
1495

T
tschw 已提交
1496 1497
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1498 1499 1500

		}

1501
		if ( programChange ) {
B
Ben Adams 已提交
1502

1503
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1504

R
Rich Harris 已提交
1505
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1506

1507
				materialProperties.shader = {
1508
					name: material.type,
1509
					uniforms: UniformsUtils.clone( shader.uniforms ),
1510 1511 1512
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1513

1514
			} else {
B
Ben Adams 已提交
1515

1516
				materialProperties.shader = {
1517 1518 1519 1520 1521
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1522

1523
			}
G
gero3 已提交
1524

1525
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1526

1527
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1528

1529 1530
			materialProperties.program = program;
			material.program = program;
1531 1532 1533

		}

1534
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1535 1536 1537 1538 1539

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1540
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1541

1542
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1556
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1557

1558
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1559 1560 1561 1562 1563 1564 1565 1566 1567

					material.numSupportedMorphNormals ++;

				}

			}

		}

1568
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1569

1570
		if ( ! material.isShaderMaterial &&
1571 1572
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1573

T
tschw 已提交
1574
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1575
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1576
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1577 1578 1579

		}

1580
		materialProperties.fog = fog;
1581

1582
		// store the light setup it was created for
1583

1584
		materialProperties.lightsHash = _lights.hash;
1585

M
Mr.doob 已提交
1586
		if ( material.lights ) {
1587 1588 1589 1590 1591 1592

			// 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;
1593
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1594
			uniforms.pointLights.value = _lights.point;
1595 1596
			uniforms.hemisphereLights.value = _lights.hemi;

1597 1598 1599 1600 1601 1602
			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;
1603
			// TODO (abelnation): add area lights shadow info to uniforms
1604

1605 1606
		}

T
tschw 已提交
1607 1608
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1609
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1610

T
tschw 已提交
1611
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1612

M
Mr.doob 已提交
1613
	}
M
Mr.doob 已提交
1614

1615
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1616 1617 1618

		_usedTextureUnits = 0;

1619
		var materialProperties = properties.get( material );
1620

T
tschw 已提交
1621 1622 1623 1624 1625
		if ( _clippingEnabled ) {

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

				var useCache =
1626 1627
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1628 1629 1630 1631

				// 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
1632
				_clipping.setState(
1633 1634
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1635 1636 1637 1638 1639

			}

		}

1640
		if ( material.needsUpdate === false ) {
1641

1642
			if ( materialProperties.program === undefined ) {
1643

1644
				material.needsUpdate = true;
1645

1646
			} else if ( material.fog && materialProperties.fog !== fog ) {
1647

M
Mr.doob 已提交
1648
				material.needsUpdate = true;
1649

1650
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1651

1652
				material.needsUpdate = true;
1653

1654
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1655
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1656
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1657 1658 1659

				material.needsUpdate = true;

1660
			}
1661 1662 1663 1664

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1665

1666
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1667 1668 1669 1670
			material.needsUpdate = false;

		}

1671
		var refreshProgram = false;
M
Mr.doob 已提交
1672
		var refreshMaterial = false;
1673
		var refreshLights = false;
M
Mr.doob 已提交
1674

1675
		var program = materialProperties.program,
1676
			p_uniforms = program.getUniforms(),
1677
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1678

1679
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1680

1681 1682
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1683

1684
			refreshProgram = true;
M
Mr.doob 已提交
1685
			refreshMaterial = true;
1686
			refreshLights = true;
M
Mr.doob 已提交
1687 1688 1689 1690 1691 1692

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1693

M
Mr.doob 已提交
1694 1695 1696 1697
			refreshMaterial = true;

		}

1698
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1699

M
Mr.doob 已提交
1700
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1701

G
gero3 已提交
1702
			if ( capabilities.logarithmicDepthBuffer ) {
1703

T
tschw 已提交
1704
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1705
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1706 1707 1708

			}

1709
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1710

1711
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1712

1713
				_currentCamera = ( _currentArrayCamera || camera );
1714 1715 1716 1717 1718 1719

				// 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
1720
				refreshLights = true;		// remains set until update done
1721 1722

			}
M
Mr.doob 已提交
1723

1724 1725 1726
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1727
			if ( material.isShaderMaterial ||
1728 1729 1730
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1731

T
tschw 已提交
1732 1733 1734
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1735

T
tschw 已提交
1736
					uCamPos.setValue( _gl,
1737
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1738 1739 1740 1741 1742

				}

			}

1743
			if ( material.isMeshPhongMaterial ||
1744 1745 1746 1747
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1748
				material.skinning ) {
1749

T
tschw 已提交
1750
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1751 1752 1753

			}

M
Mr.doob 已提交
1754 1755 1756 1757 1758 1759
		}

		// 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

1760
		if ( material.skinning ) {
M
Mr.doob 已提交
1761

T
tschw 已提交
1762 1763
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1764

T
tschw 已提交
1765
			var skeleton = object.skeleton;
1766

T
tschw 已提交
1767
			if ( skeleton ) {
1768

1769 1770
				var bones = skeleton.bones;

1771
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1772

1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

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Mr.doob 已提交
1798 1799
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1800

T
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1801
				} else {
M
Mr.doob 已提交
1802

T
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1803
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1804 1805 1806 1807 1808 1809 1810 1811 1812

				}

			}

		}

		if ( refreshMaterial ) {

1813 1814 1815
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1816
			if ( material.lights ) {
M
Mr.doob 已提交
1817

1818
				// the current material requires lighting info
M
Mr.doob 已提交
1819

T
tschw 已提交
1820 1821 1822 1823 1824 1825
				// 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
1826

T
tschw 已提交
1827
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1828

T
tschw 已提交
1829
			}
G
gero3 已提交
1830

T
tschw 已提交
1831
			// refresh uniforms common to several materials
G
gero3 已提交
1832

T
tschw 已提交
1833
			if ( fog && material.fog ) {
G
gero3 已提交
1834

T
tschw 已提交
1835
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1836 1837 1838

			}

1839
			if ( material.isMeshBasicMaterial ||
1840 1841 1842
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1843
				material.isMeshNormalMaterial ||
1844
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1845 1846 1847 1848 1849 1850 1851

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1852
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1853 1854 1855

				refreshUniformsLine( m_uniforms, material );

1856
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1857 1858 1859 1860

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

1861
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1862

M
Mr.doob 已提交
1863
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1864

1865
			} else if ( material.isMeshLambertMaterial ) {
1866 1867 1868

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1869 1870 1871 1872
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1873 1874 1875 1876
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1877
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1878 1879 1880

				refreshUniformsPhysical( m_uniforms, material );

1881
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1882

1883
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1884

1885
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1886

1887 1888 1889 1890 1891 1892 1893 1894
				if ( material.displacementMap ) {

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

				}

1895
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1896

1897
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1898 1899 1900

			}

M
Mr.doob 已提交
1901 1902 1903 1904 1905 1906
			// 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
1907
			WebGLUniforms.upload(
1908
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1909 1910 1911

		}

M
Mr.doob 已提交
1912

T
tschw 已提交
1913
		// common matrices
M
Mr.doob 已提交
1914

M
Mr.doob 已提交
1915 1916
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1917
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1918

T
tschw 已提交
1919
		return program;
A
arose 已提交
1920 1921 1922

	}

M
Mr.doob 已提交
1923 1924
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1925
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1926 1927 1928

		uniforms.opacity.value = material.opacity;

1929
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1930

1931
		if ( material.emissive ) {
M
Mr.doob 已提交
1932

1933
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1934 1935 1936

		}

1937 1938 1939
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1940

1941 1942 1943 1944 1945 1946 1947
		if ( material.lightMap ) {

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

		}

1948
		if ( material.aoMap ) {
1949

1950 1951
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1952 1953 1954

		}

M
Mr.doob 已提交
1955
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1956 1957 1958 1959 1960
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1961
		// 6. emissive map
M
Mr.doob 已提交
1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1973 1974 1975 1976
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1977 1978 1979 1980 1981 1982 1983 1984
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1985 1986 1987 1988 1989 1990 1991 1992
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1993 1994 1995 1996
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1997 1998 1999 2000
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2001 2002 2003 2004
		}

		if ( uvScaleMap !== undefined ) {

2005
			// backwards compatibility
2006
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2007 2008 2009 2010 2011

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2012 2013 2014 2015 2016 2017 2018 2019
			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;
2020 2021 2022 2023 2024

		// 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
2025
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2026

2027
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2028 2029
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2030
	}
M
Mr.doob 已提交
2031

M
Mr.doob 已提交
2032
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2033 2034 2035 2036

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

M
Mr.doob 已提交
2037
	}
M
Mr.doob 已提交
2038

M
Mr.doob 已提交
2039
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2040 2041 2042 2043 2044

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

M
Mr.doob 已提交
2045
	}
M
Mr.doob 已提交
2046

M
Mr.doob 已提交
2047
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2048

2049
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2050
		uniforms.opacity.value = material.opacity;
2051
		uniforms.size.value = material.size * _pixelRatio;
2052
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2053 2054 2055

		uniforms.map.value = material.map;

2056 2057 2058 2059 2060 2061 2062 2063 2064
		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
2065
	}
M
Mr.doob 已提交
2066

M
Mr.doob 已提交
2067
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2068 2069 2070

		uniforms.fogColor.value = fog.color;

2071
		if ( fog.isFog ) {
M
Mr.doob 已提交
2072 2073 2074 2075

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

2076
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2077 2078 2079 2080 2081

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2082
	}
M
Mr.doob 已提交
2083

M
Mr.doob 已提交
2084
	function refreshUniformsLambert( uniforms, material ) {
2085 2086 2087 2088 2089 2090 2091 2092 2093

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2094
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2095

2096
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2097
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2098

2099
		if ( material.emissiveMap ) {
2100

2101
			uniforms.emissiveMap.value = material.emissiveMap;
2102

2103
		}
M
Mr.doob 已提交
2104

2105 2106 2107 2108
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2109

2110
		}
M
Mr.doob 已提交
2111

2112 2113 2114 2115 2116 2117
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2118

2119 2120 2121 2122 2123
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2124

2125
		}
2126

T
Takahiro 已提交
2127 2128 2129 2130 2131 2132
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2133
		if ( material.gradientMap ) {
T
Takahiro 已提交
2134

T
Takahiro 已提交
2135
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2136 2137 2138

		}

2139 2140
	}

M
Mr.doob 已提交
2141
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194

		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
2195
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2196

2197 2198 2199
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2200 2201 2202 2203
		refreshUniformsStandard( uniforms, material );

	}

2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229
	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;

		}

	}

2230 2231
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2232
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2233

M
Mr.doob 已提交
2234
		uniforms.ambientLightColor.needsUpdate = value;
2235

B
Ben Houston 已提交
2236 2237 2238
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2239
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2240
		uniforms.hemisphereLights.needsUpdate = value;
2241

M
Mr.doob 已提交
2242
	}
2243

T
tschw 已提交
2244
	// Lighting
M
Mr.doob 已提交
2245

M
Mr.doob 已提交
2246
	function setupShadows( lights ) {
2247 2248 2249 2250 2251 2252 2253 2254 2255

		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
2256 2257
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2258 2259 2260 2261 2262 2263 2264 2265 2266

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2267
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2268

M
Mr.doob 已提交
2269
		var l, ll, light, shadow,
2270 2271 2272 2273 2274
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
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2275

2276
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2277

M
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2278 2279 2280 2281 2282
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2283 2284 2285 2286 2287 2288 2289 2290 2291

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

			light = lights[ l ];

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

2292
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2293

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

2296 2297 2298
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2299

2300
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2301

M
Mr.doob 已提交
2302
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2303

2304
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2305
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2306
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
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2307 2308 2309
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2310
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2311

2312
				if ( light.castShadow ) {
M
Mr.doob 已提交
2313

M
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2314 2315 2316 2317 2318
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2319

2320 2321
				}

2322
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2323
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2324 2325 2326
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2327

2328
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2329

M
Mr.doob 已提交
2330
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2331 2332 2333

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2334

M
Mr.doob 已提交
2335 2336 2337 2338 2339 2340 2341 2342
				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 );

2343 2344
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2345
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2346

2347
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2348

2349 2350
				if ( light.castShadow ) {

M
Mr.doob 已提交
2351 2352 2353 2354 2355
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2356

2357 2358
				}

2359
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2360
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2361 2362 2363
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2364

2365 2366 2367 2368 2369 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
			} 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
2395 2396 2397
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2398

2399
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2400

M
Mr.doob 已提交
2401
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2402

M
Mr.doob 已提交
2403 2404
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2405

M
Mr.doob 已提交
2406 2407
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2408 2409
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2410
				uniforms.shadow = light.castShadow;
2411

M
Mr.doob 已提交
2412
				if ( light.castShadow ) {
2413

M
Mr.doob 已提交
2414 2415 2416 2417 2418
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2419 2420

				}
2421

2422
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2423
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2424 2425 2426
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2427

2428
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2429

M
Mr.doob 已提交
2430
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2431 2432 2433 2434

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2435

M
Mr.doob 已提交
2436 2437
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2438

M
Mr.doob 已提交
2439 2440 2441
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2442 2443 2444 2445 2446

			}

		}

M
Mr.doob 已提交
2447 2448 2449
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2450

M
Mr.doob 已提交
2451 2452
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2453
		_lights.rectArea.length = rectAreaLength;
2454
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2455
		_lights.hemi.length = hemiLength;
2456

2457 2458
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2459

M
Mr.doob 已提交
2460
	}
M
Mr.doob 已提交
2461 2462 2463 2464 2465

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2466
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2467
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2468 2469 2470 2471 2472

	};

	// Textures

T
tschw 已提交
2473 2474 2475 2476 2477 2478
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2479
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2480 2481 2482 2483 2484 2485 2486 2487 2488

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2489
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2490

2491
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2492
	this.setTexture2D = ( function () {
T
tschw 已提交
2493

2494
		var warned = false;
T
tschw 已提交
2495

2496
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2497
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2498

T
Takahiro 已提交
2499
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2500

2501
				if ( ! warned ) {
T
tschw 已提交
2502

2503 2504
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2505

2506
				}
T
tschw 已提交
2507

2508
				texture = texture.texture;
T
tschw 已提交
2509

2510
			}
T
tschw 已提交
2511

2512
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2513

2514
		};
T
tschw 已提交
2515

2516
	}() );
T
tschw 已提交
2517

M
Mr.doob 已提交
2518
	this.setTexture = ( function () {
2519 2520 2521

		var warned = false;

W
WestLangley 已提交
2522
		return function setTexture( texture, slot ) {
2523 2524 2525 2526 2527 2528 2529 2530

			if ( ! warned ) {

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

			}

2531
			textures.setTexture2D( texture, slot );
2532 2533 2534 2535 2536

		};

	}() );

M
Mr.doob 已提交
2537
	this.setTextureCube = ( function () {
2538 2539 2540

		var warned = false;

W
WestLangley 已提交
2541
		return function setTextureCube( texture, slot ) {
2542 2543

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2544
			if ( texture && texture.isWebGLRenderTargetCube ) {
2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558

				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
2559
			if ( ( texture && texture.isCubeTexture ) ||
2560
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2561 2562 2563 2564

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2565
				textures.setTextureCube( texture, slot );
2566 2567 2568 2569 2570

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2571
				textures.setTextureCubeDynamic( texture, slot );
2572 2573 2574 2575 2576 2577

			}

		};

	}() );
T
tschw 已提交
2578

2579
	this.getRenderTarget = function () {
2580 2581 2582

		return _currentRenderTarget;

M
Michael Herzog 已提交
2583
	};
2584

2585
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2586

2587 2588
		_currentRenderTarget = renderTarget;

2589
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2590

2591
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2592 2593 2594

		}

T
Takahiro 已提交
2595
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2596
		var framebuffer;
M
Mr.doob 已提交
2597 2598 2599

		if ( renderTarget ) {

2600
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2601

M
Mr.doob 已提交
2602 2603
			if ( isCube ) {

2604
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2605 2606 2607

			} else {

2608
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2609 2610 2611

			}

2612 2613
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2614

2615
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2616 2617 2618 2619 2620

		} else {

			framebuffer = null;

2621
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2622
			_currentScissorTest = _scissorTest;
2623

2624
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2625 2626 2627

		}

M
Mr.doob 已提交
2628
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2629 2630 2631 2632 2633 2634

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

		}

2635 2636
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2637

0
06wj 已提交
2638
		state.viewport( _currentViewport );
2639

M
Mr.doob 已提交
2640 2641 2642
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2643
			_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
2644 2645 2646

		}

M
Mr.doob 已提交
2647 2648
	};

M
Mr.doob 已提交
2649
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2650

0
06wj 已提交
2651
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2652

2653
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2654
			return;
2655

G
gero3 已提交
2656
		}
2657

M
Mr.doob 已提交
2658
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2659

M
Mr.doob 已提交
2660
		if ( framebuffer ) {
2661

G
gero3 已提交
2662
			var restore = false;
2663

M
Mr.doob 已提交
2664
			if ( framebuffer !== _currentFramebuffer ) {
2665

M
Mr.doob 已提交
2666
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2667

G
gero3 已提交
2668
				restore = true;
2669

G
gero3 已提交
2670
			}
2671

M
Mr.doob 已提交
2672
			try {
2673

M
Mr.doob 已提交
2674
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2675 2676
				var textureFormat = texture.format;
				var textureType = texture.type;
2677

M
Mr.doob 已提交
2678
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2679

M
Mr.doob 已提交
2680 2681
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2682

M
Mr.doob 已提交
2683
				}
2684

M
Mr.doob 已提交
2685
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2686 2687
					! ( 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' ) ) ) {
2688

M
Mr.doob 已提交
2689 2690
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2691

M
Mr.doob 已提交
2692
				}
2693

M
Mr.doob 已提交
2694
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2695

2696 2697
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2698
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2699

M
Mr.doob 已提交
2700
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2701 2702

					}
2703

M
Mr.doob 已提交
2704
				} else {
M
Mr.doob 已提交
2705

M
Mr.doob 已提交
2706 2707 2708
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2709

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

M
Mr.doob 已提交
2712 2713 2714
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2715

M
Mr.doob 已提交
2716 2717 2718
				}

			}
M
Mr.doob 已提交
2719 2720 2721

		}

M
Mr.doob 已提交
2722 2723
	};

M
Mr.doob 已提交
2724 2725
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2726
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2727

2728 2729
		var extension;

R
Rich Harris 已提交
2730 2731 2732
		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
2733

R
Rich Harris 已提交
2734 2735 2736
		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
2737

R
Rich Harris 已提交
2738 2739 2740
		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
2741

R
Rich Harris 已提交
2742 2743 2744 2745
		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
2746

R
Rich Harris 已提交
2747 2748 2749 2750 2751 2752
		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
2753

2754
		if ( p === HalfFloatType ) {
2755

2756
			extension = extensions.get( 'OES_texture_half_float' );
2757

2758
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2759 2760 2761

		}

R
Rich Harris 已提交
2762 2763 2764 2765 2766 2767
		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;
2768
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2769

R
Rich Harris 已提交
2770 2771 2772
		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
2773

R
Rich Harris 已提交
2774 2775 2776 2777 2778 2779 2780 2781
		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
2782

R
Rich Harris 已提交
2783 2784 2785
		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
2786

2787 2788
		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
2789

2790
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2791

2792 2793 2794 2795 2796 2797 2798 2799
			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
2800 2801 2802

		}

2803
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2804
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2805

2806
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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Pierre Lepers 已提交
2807

2808 2809 2810 2811 2812 2813 2814 2815
			if ( extension !== null ) {

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

			}
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Pierre Lepers 已提交
2816 2817 2818

		}

2819
		if ( p === RGB_ETC1_Format ) {
2820

2821
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2822

2823
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2824 2825 2826

		}

2827 2828 2829
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2830

2831
			if ( extension !== null ) {
2832

2833 2834 2835 2836
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2837 2838 2839

		}

2840
		if ( p === UnsignedInt248Type ) {
2841

2842
			extension = extensions.get( 'WEBGL_depth_texture' );
2843

2844
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2845 2846 2847

		}

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Mr.doob 已提交
2848 2849
		return 0;

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Mr.doob 已提交
2850
	}
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Mr.doob 已提交
2851

M
Mr.doob 已提交
2852
}
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Rich Harris 已提交
2853

T
Tristan VALCKE 已提交
2854

2855
export { WebGLRenderer };