WebGLRenderer.js 56.2 KB
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import { REVISION, RGBAFormat, HalfFloatType, FloatType, ByteType, UnsignedByteType, FrontFaceDirectionCW, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, 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';
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import { WebGLFlareRenderer } from './webgl/WebGLFlareRenderer';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer';
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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 { WebGLMorphtargets } from './webgl/WebGLMorphtargets';
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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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import { WebGLUtils } from './webgl/WebGLUtils';
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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 lightsArray = [];
	var shadowsArray = [];
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	var currentRenderList = null;
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	var spritesArray = [];
	var flaresArray = [];
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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
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		_currentCamera = null,
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		_currentArrayCamera = null,
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		_currentViewport = new Vector4(),
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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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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		_viewport = new Vector4( 0, 0, _width, _height ),
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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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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		// 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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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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	var extensions, capabilities, state;
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	var properties, textures, attributes, geometries, objects, lights;
	var programCache, renderLists;
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	var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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	var flareRenderer, spriteRenderer;
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	var utils;

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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
		extensions.get( 'ANGLE_instanced_arrays' );
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		if ( extensions.get( 'OES_element_index_uint' ) ) {
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			BufferGeometry.MaxIndex = 4294967296;
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		}
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		utils = new WebGLUtils( _gl, extensions );

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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, utils );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory );
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		attributes = new WebGLAttributes( _gl );
		geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
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		objects = new WebGLObjects( geometries, _infoRender );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		lights = new WebGLLights();
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		renderLists = new WebGLRenderLists();
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		background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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		flareRenderer = new WebGLFlareRenderer( _this, _gl, state, textures, capabilities );
		spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
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		_this.info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;

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	}

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	initGLContext();
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	// vr
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	var vr = new WebVRManager( _this );
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	this.vr = vr;
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	// shadow map

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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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	this.forceContextRestore = function () {

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

	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

		if ( device && device.isPresenting ) {

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

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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

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		vr.dispose();
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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

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		_isContextLost = true;

	}

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

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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

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

		if ( object.hasNormals ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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			if ( ! material.isMeshPhongMaterial &&
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				! material.isMeshStandardMaterial &&
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				! material.isMeshNormalMaterial &&
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				material.flatShading === true ) {
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				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
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					var array = object.normalArray;
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					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;
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					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
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					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
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					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
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				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
628

629
			state.enableAttribute( programAttributes.normal );
630

631
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
632 633 634 635 636

		}

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

637
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
638
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
639

640
			state.enableAttribute( programAttributes.uv );
641

642
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
643 644 645

		}

R
Rich Harris 已提交
646
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
647

648
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
649
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
650

651
			state.enableAttribute( programAttributes.color );
652

653
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
654 655 656

		}

657
		state.disableUnusedAttributes();
658

M
Mr.doob 已提交
659 660 661 662 663 664
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

665
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
666

667
		state.setMaterial( material );
M
Mr.doob 已提交
668

M
Mr.doob 已提交
669
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
670
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
671

M
Mr.doob 已提交
672
		var updateBuffers = false;
M
Mr.doob 已提交
673 674 675 676 677 678 679 680

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

681
		if ( object.morphTargetInfluences ) {
682

683
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
684 685 686 687 688

			updateBuffers = true;

		}

689 690
		//

691
		var index = geometry.index;
692
		var position = geometry.attributes.position;
693
		var rangeFactor = 1;
694

695 696
		if ( material.wireframe === true ) {

697
			index = geometries.getWireframeAttribute( geometry );
698
			rangeFactor = 2;
699 700 701

		}

M
Mr.doob 已提交
702
		var attribute;
M
Mr.doob 已提交
703
		var renderer = bufferRenderer;
704

705
		if ( index !== null ) {
706

M
Mr.doob 已提交
707
			attribute = attributes.get( index );
708

709
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
710
			renderer.setIndex( attribute );
711

712
		}
M
Mr.doob 已提交
713

714
		if ( updateBuffers ) {
M
Mr.doob 已提交
715

716
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
717

718
			if ( index !== null ) {
719

M
Mr.doob 已提交
720
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
721 722 723

			}

724
		}
725

726 727
		//

728
		var dataCount = 0;
729

M
Mr.doob 已提交
730
		if ( index !== null ) {
731

M
Mr.doob 已提交
732
			dataCount = index.count;
733

M
Mr.doob 已提交
734
		} else if ( position !== undefined ) {
735

M
Mr.doob 已提交
736
			dataCount = position.count;
737

M
Mr.doob 已提交
738
		}
739

M
Mr.doob 已提交
740 741
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
742

M
Mr.doob 已提交
743 744
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
745

M
Mr.doob 已提交
746 747
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
748 749 750

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

751 752
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
753
		//
754

755
		if ( object.isMesh ) {
756

757
			if ( material.wireframe === true ) {
758

759
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
760
				renderer.setMode( _gl.LINES );
761

762
			} else {
M
Mr.doob 已提交
763 764

				switch ( object.drawMode ) {
765

R
Rich Harris 已提交
766
					case TrianglesDrawMode:
B
Ben Adams 已提交
767 768 769
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
770
					case TriangleStripDrawMode:
B
Ben Adams 已提交
771 772 773
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
774
					case TriangleFanDrawMode:
B
Ben Adams 已提交
775 776 777 778
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
779

780
			}
781

782

783
		} else if ( object.isLine ) {
784

785
			var lineWidth = material.linewidth;
786

787
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
788

789
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
790

791
			if ( object.isLineSegments ) {
792

793
				renderer.setMode( _gl.LINES );
794

795 796 797 798
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

799
			} else {
800

801
				renderer.setMode( _gl.LINE_STRIP );
802 803

			}
M
Mr.doob 已提交
804

805
		} else if ( object.isPoints ) {
806 807

			renderer.setMode( _gl.POINTS );
808 809

		}
810

T
Takahiro 已提交
811
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
812 813 814

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
815
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
816

J
jfranc 已提交
817
			}
818 819 820

		} else {

M
Mr.doob 已提交
821
			renderer.render( drawStart, drawCount );
822

M
Mr.doob 已提交
823 824 825 826
		}

	};

827
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
828

T
Takahiro 已提交
829
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
830

831
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
832

833
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
834
				return;
B
Ben Adams 已提交
835

M
Mr.doob 已提交
836 837 838
			}

		}
B
Ben Adams 已提交
839

840 841
		if ( startIndex === undefined ) startIndex = 0;

842 843
		state.initAttributes();

844
		var geometryAttributes = geometry.attributes;
845

846
		var programAttributes = program.getAttributes();
847

848
		var materialDefaultAttributeValues = material.defaultAttributeValues;
849

850
		for ( var name in programAttributes ) {
851

852
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
853

M
Mr.doob 已提交
854
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
855

856
				var geometryAttribute = geometryAttributes[ name ];
857

M
Mr.doob 已提交
858
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
859

860
					var normalized = geometryAttribute.normalized;
861
					var size = geometryAttribute.itemSize;
862

M
Mr.doob 已提交
863
					var attribute = attributes.get( geometryAttribute );
864

865 866 867 868
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
869 870 871
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
872

A
aardgoose 已提交
873
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
874

M
Mr.doob 已提交
875 876 877 878
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
879
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
880

881
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
882

M
Mr.doob 已提交
883
							if ( geometry.maxInstancedCount === undefined ) {
884

D
dubejf 已提交
885
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
886

M
Mr.doob 已提交
887
							}
B
Ben Adams 已提交
888

M
Mr.doob 已提交
889
						} else {
B
Ben Adams 已提交
890

M
Mr.doob 已提交
891
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
892

M
Mr.doob 已提交
893
						}
B
Ben Adams 已提交
894

M
Mr.doob 已提交
895
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
896
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
897

M
Mr.doob 已提交
898
					} else {
B
Ben Adams 已提交
899

A
aardgoose 已提交
900
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
901

902
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
903

M
Mr.doob 已提交
904
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
905

D
dubejf 已提交
906
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
907

M
Mr.doob 已提交
908
							}
B
Ben Adams 已提交
909

M
Mr.doob 已提交
910 911 912 913
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
914
						}
B
Ben Adams 已提交
915

M
Mr.doob 已提交
916
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
917
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
918

B
Ben Adams 已提交
919
					}
M
Mr.doob 已提交
920

921 922
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
923
					var value = materialDefaultAttributeValues[ name ];
924

925
					if ( value !== undefined ) {
M
Mr.doob 已提交
926

927
						switch ( value.length ) {
M
Mr.doob 已提交
928

929 930 931
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
932

933 934 935
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
936

937 938 939
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
940

941 942
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
943 944

						}
M
Mr.doob 已提交
945 946 947 948 949 950 951 952

					}

				}

			}

		}
953

954
		state.disableUnusedAttributes();
955

M
Mr.doob 已提交
956 957
	}

M
Mr.doob 已提交
958
	// Compile
M
Mr.doob 已提交
959

M
Mr.doob 已提交
960
	this.compile = function ( scene, camera ) {
961

962 963
		lightsArray.length = 0;
		shadowsArray.length = 0;
964

M
Mr.doob 已提交
965
		scene.traverse( function ( object ) {
G
gero3 已提交
966 967

			if ( object.isLight ) {
M
Mr.doob 已提交
968

969 970 971 972 973 974 975
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
976

G
gero3 已提交
977
			}
M
Mr.doob 已提交
978 979 980

		} );

981
		lights.setup( lightsArray, shadowsArray, camera );
M
Mr.doob 已提交
982 983 984 985 986

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
987
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
988

G
gero3 已提交
989
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
990 991 992

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

G
gero3 已提交
993
					}
M
Mr.doob 已提交
994

G
gero3 已提交
995
				} else {
M
Mr.doob 已提交
996 997 998

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

G
gero3 已提交
999
				}
M
Mr.doob 已提交
1000

G
gero3 已提交
1001
			}
M
Mr.doob 已提交
1002 1003

		} );
G
gero3 已提交
1004 1005

	};
1006

M
Mr.doob 已提交
1007 1008
	// Rendering

1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022
	this.animate = function ( callback ) {

		function onFrame() {

			callback();

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

		}

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

	};

M
Mr.doob 已提交
1023
	this.render = function ( scene, camera, renderTarget, forceClear ) {
1024

0
06wj 已提交
1025
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1026

1027
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1028 1029 1030 1031
			return;

		}

1032 1033
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1034 1035
		// reset caching for this frame

1036
		_currentGeometryProgram = '';
1037
		_currentMaterialId = - 1;
1038
		_currentCamera = null;
M
Mr.doob 已提交
1039 1040 1041

		// update scene graph

1042
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1043 1044 1045

		// update camera matrices and frustum

1046
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1047

1048 1049 1050 1051 1052 1053
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

M
Mr.doob 已提交
1054 1055 1056
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

1057 1058 1059
		lightsArray.length = 0;
		shadowsArray.length = 0;

1060 1061
		spritesArray.length = 0;
		flaresArray.length = 0;
M
Mr.doob 已提交
1062

T
tschw 已提交
1063
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1064
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1065

1066 1067 1068
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1069
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1070

M
Mr.doob 已提交
1071
		if ( _this.sortObjects === true ) {
1072

1073
			currentRenderList.sort();
M
Mr.doob 已提交
1074

1075 1076
		}

M
Mr.doob 已提交
1077
		//
M
Mr.doob 已提交
1078

T
tschw 已提交
1079
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1080

1081
		shadowMap.render( shadowsArray, scene, camera );
M
Mr.doob 已提交
1082

1083
		lights.setup( lightsArray, shadowsArray, camera );
1084

T
tschw 已提交
1085
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1086

M
Mr.doob 已提交
1087 1088
		//

M
Mr.doob 已提交
1089
		_infoRender.frame ++;
1090 1091 1092 1093
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1094

1095 1096 1097 1098 1099 1100
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1101 1102
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1103 1104
		//

1105
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1106

1107
		// render scene
M
Mr.doob 已提交
1108

1109 1110
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
M
Mr.doob 已提交
1111

1112
		if ( scene.overrideMaterial ) {
M
Mr.doob 已提交
1113

1114
			var overrideMaterial = scene.overrideMaterial;
1115

1116 1117
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
Mr.doob 已提交
1118

1119
		} else {
M
Mr.doob 已提交
1120

1121
			// opaque pass (front-to-back order)
M
Mr.doob 已提交
1122

1123
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1124

1125
			// transparent pass (back-to-front order)
1126

1127
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1128 1129 1130

		}

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

1133 1134
		spriteRenderer.render( spritesArray, scene, camera );
		flareRenderer.render( flaresArray, scene, camera, _currentViewport );
M
Mr.doob 已提交
1135 1136 1137

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

M
Mr.doob 已提交
1138 1139
		if ( renderTarget ) {

1140
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1141 1142 1143

		}

1144
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1145

1146 1147 1148
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1149

1150 1151
		state.setPolygonOffset( false );

M
Mr.doob 已提交
1152 1153 1154 1155 1156
		if ( vr.enabled ) {

			vr.submitFrame();

		}
M
Mr.doob 已提交
1157

M
Mr.doob 已提交
1158 1159 1160
		// _gl.finish();

	};
M
Mr.doob 已提交
1161

1162
	/*
M
Mr.doob 已提交
1163 1164
	// TODO Duplicated code (Frustum)

1165 1166
	var _sphere = new Sphere();

T
tschw 已提交
1167 1168 1169 1170 1171 1172 1173
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1174
		_sphere.copy( geometry.boundingSphere ).
1175
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191

		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
1192 1193

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1194 1195 1196 1197

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1210
		} while ( ++ i !== numPlanes );
T
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1211 1212 1213 1214

		return true;

	}
1215
	*/
T
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1216

M
Mr.doob 已提交
1217
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1218

M
Mr.doob 已提交
1219
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1220

1221
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1222

1223
		if ( visible ) {
1224

1225
			if ( object.isLight ) {
M
Mr.doob 已提交
1226

1227 1228 1229 1230 1231 1232 1233
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
1234

1235
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1236

1237
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1238

1239
					spritesArray.push( object );
M
Mr.doob 已提交
1240

1241
				}
M
Mr.doob 已提交
1242

1243
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1244

1245
				flaresArray.push( object );
M
Mr.doob 已提交
1246

1247
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1248

1249
				if ( sortObjects ) {
M
Mr.doob 已提交
1250

1251 1252
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1253

1254
				}
M
Mr.doob 已提交
1255

1256
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1257

1258
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1259

1260
				if ( object.isSkinnedMesh ) {
1261

1262
					object.skeleton.update();
1263

1264
				}
1265

1266
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1267

1268 1269 1270 1271 1272 1273
					if ( sortObjects ) {

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

					}
1274

1275 1276
					var geometry = objects.update( object );
					var material = object.material;
1277

1278
					if ( Array.isArray( material ) ) {
1279

1280
						var groups = geometry.groups;
1281

1282
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1283

1284 1285
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1286

1287
							if ( groupMaterial && groupMaterial.visible ) {
1288

1289 1290 1291
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1292

M
Mr.doob 已提交
1293
						}
M
Mr.doob 已提交
1294

1295
					} else if ( material.visible ) {
1296

1297
						currentRenderList.push( object, geometry, material, _vector3.z, null );
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1298

1299
					}
M
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1300

1301
				}
M
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1302

1303
			}
M
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1304

M
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1305
		}
M
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1306

M
Mr.doob 已提交
1307
		var children = object.children;
M
Mr.doob 已提交
1308

M
Mr.doob 已提交
1309 1310
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1311
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1312

1313
		}
1314

1315
	}
M
Mr.doob 已提交
1316

1317
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1318

1319
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1320

1321
			var renderItem = renderList[ i ];
1322

1323 1324 1325 1326
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1327

1328
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1329

1330 1331
				_currentArrayCamera = camera;

1332
				var cameras = camera.cameras;
1333

1334
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1335

1336
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1337

1338
					if ( object.layers.test( camera2.layers ) ) {
1339

1340
						var bounds = camera2.bounds;
M
Mr.doob 已提交
1341

1342 1343 1344 1345 1346
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;

1347 1348
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
						state.scissor( _currentScissor.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1349
						state.setScissorTest( true );
1350 1351 1352 1353

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

					}
M
Mr.doob 已提交
1354

1355
				}
1356

1357
			} else {
M
Mr.doob 已提交
1358

1359 1360
				_currentArrayCamera = null;

1361
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1362

1363
			}
M
Mr.doob 已提交
1364

1365
		}
M
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1366

1367
	}
G
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1368

M
Mr.doob 已提交
1369 1370
	function renderObject( object, scene, camera, geometry, material, group ) {

1371 1372
		object.onBeforeRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

M
Mr.doob 已提交
1392 1393
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1394 1395
	}

1396
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1397

1398
		var materialProperties = properties.get( material );
G
gero3 已提交
1399

T
tschw 已提交
1400
		var parameters = programCache.getParameters(
1401
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1402

G
gero3 已提交
1403
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1404

1405
		var program = materialProperties.program;
T
tschw 已提交
1406
		var programChange = true;
1407

1408
		if ( program === undefined ) {
B
Ben Adams 已提交
1409

M
Mr.doob 已提交
1410 1411
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1412

1413
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1414

M
Mr.doob 已提交
1415
			// changed glsl or parameters
1416
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1417

G
gero3 已提交
1418
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1419

T
tschw 已提交
1420
			// same glsl and uniform list
T
tschw 已提交
1421 1422
			return;

T
tschw 已提交
1423
		} else {
B
Ben Adams 已提交
1424

T
tschw 已提交
1425 1426
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1427 1428 1429

		}

1430
		if ( programChange ) {
B
Ben Adams 已提交
1431

1432
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1433

R
Rich Harris 已提交
1434
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1435

1436
				materialProperties.shader = {
1437
					name: material.type,
1438
					uniforms: UniformsUtils.clone( shader.uniforms ),
1439 1440 1441
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1442

1443
			} else {
B
Ben Adams 已提交
1444

1445
				materialProperties.shader = {
1446 1447 1448 1449 1450
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1451

1452
			}
G
gero3 已提交
1453

1454
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1455

1456
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1457

1458 1459
			materialProperties.program = program;
			material.program = program;
1460 1461 1462

		}

1463
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1464 1465 1466 1467 1468

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1469
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1470

1471
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1485
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1486

1487
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1488 1489 1490 1491 1492 1493 1494 1495 1496

					material.numSupportedMorphNormals ++;

				}

			}

		}

1497
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1498

1499
		if ( ! material.isShaderMaterial &&
1500 1501
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1502

T
tschw 已提交
1503
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1504
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1505
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1506 1507 1508

		}

1509
		materialProperties.fog = fog;
1510

1511
		// store the light setup it was created for
1512

1513
		materialProperties.lightsHash = lights.state.hash;
1514

M
Mr.doob 已提交
1515
		if ( material.lights ) {
1516 1517 1518

			// wire up the material to this renderer's lighting state

1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1532
			// TODO (abelnation): add area lights shadow info to uniforms
1533

1534 1535
		}

T
tschw 已提交
1536 1537
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1538
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1539

T
tschw 已提交
1540
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1541

M
Mr.doob 已提交
1542
	}
M
Mr.doob 已提交
1543

1544
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1545 1546 1547

		_usedTextureUnits = 0;

1548
		var materialProperties = properties.get( material );
1549

T
tschw 已提交
1550 1551 1552 1553 1554
		if ( _clippingEnabled ) {

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

				var useCache =
1555 1556
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1557 1558 1559 1560

				// 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
1561
				_clipping.setState(
1562 1563
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1564 1565 1566 1567 1568

			}

		}

1569
		if ( material.needsUpdate === false ) {
1570

1571
			if ( materialProperties.program === undefined ) {
1572

1573
				material.needsUpdate = true;
1574

1575
			} else if ( material.fog && materialProperties.fog !== fog ) {
1576

M
Mr.doob 已提交
1577
				material.needsUpdate = true;
1578

1579
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1580

1581
				material.needsUpdate = true;
1582

1583
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1584
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1585
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1586 1587 1588

				material.needsUpdate = true;

1589
			}
1590 1591 1592 1593

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1594

1595
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1596 1597 1598 1599
			material.needsUpdate = false;

		}

1600
		var refreshProgram = false;
M
Mr.doob 已提交
1601
		var refreshMaterial = false;
1602
		var refreshLights = false;
M
Mr.doob 已提交
1603

1604
		var program = materialProperties.program,
1605
			p_uniforms = program.getUniforms(),
1606
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1607

1608
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1609

1610
			refreshProgram = true;
M
Mr.doob 已提交
1611
			refreshMaterial = true;
1612
			refreshLights = true;
M
Mr.doob 已提交
1613 1614 1615 1616 1617 1618

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1619

M
Mr.doob 已提交
1620 1621 1622 1623
			refreshMaterial = true;

		}

1624
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1625

M
Mr.doob 已提交
1626
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1627

G
gero3 已提交
1628
			if ( capabilities.logarithmicDepthBuffer ) {
1629

T
tschw 已提交
1630
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1631
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1632 1633 1634

			}

1635
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1636

1637
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1638

1639
				_currentCamera = ( _currentArrayCamera || camera );
1640 1641 1642 1643 1644 1645

				// 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
1646
				refreshLights = true;		// remains set until update done
1647 1648

			}
M
Mr.doob 已提交
1649

1650 1651 1652
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1653
			if ( material.isShaderMaterial ||
1654 1655 1656
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1657

T
tschw 已提交
1658 1659 1660
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1661

T
tschw 已提交
1662
					uCamPos.setValue( _gl,
1663
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1664 1665 1666 1667 1668

				}

			}

1669
			if ( material.isMeshPhongMaterial ||
1670 1671 1672 1673
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1674
				material.skinning ) {
1675

T
tschw 已提交
1676
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1677 1678 1679

			}

M
Mr.doob 已提交
1680 1681 1682 1683 1684 1685
		}

		// 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

1686
		if ( material.skinning ) {
M
Mr.doob 已提交
1687

T
tschw 已提交
1688 1689
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1690

T
tschw 已提交
1691
			var skeleton = object.skeleton;
1692

T
tschw 已提交
1693
			if ( skeleton ) {
1694

1695 1696
				var bones = skeleton.bones;

1697
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1698

1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

M
Mr.doob 已提交
1724 1725
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1726

T
tschw 已提交
1727
				} else {
M
Mr.doob 已提交
1728

T
tschw 已提交
1729
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1730 1731 1732 1733 1734 1735 1736 1737 1738

				}

			}

		}

		if ( refreshMaterial ) {

1739 1740 1741
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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

1744
				// the current material requires lighting info
M
Mr.doob 已提交
1745

T
tschw 已提交
1746 1747 1748 1749 1750 1751
				// 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
1752

T
tschw 已提交
1753
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1754

T
tschw 已提交
1755
			}
G
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1756

T
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1757
			// refresh uniforms common to several materials
G
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1758

T
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1759
			if ( fog && material.fog ) {
G
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1760

T
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1761
				refreshUniformsFog( m_uniforms, fog );
M
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1762 1763 1764

			}

1765
			if ( material.isMeshBasicMaterial ) {
M
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1766 1767 1768

				refreshUniformsCommon( m_uniforms, material );

1769
			} else if ( material.isMeshLambertMaterial ) {
M
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1770

1771 1772
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
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1773

1774
			} else if ( material.isMeshPhongMaterial ) {
M
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1775

1776
				refreshUniformsCommon( m_uniforms, material );
M
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1777

1778
				if ( material.isMeshToonMaterial ) {
M
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1779

1780
					refreshUniformsToon( m_uniforms, material );
M
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1781

1782
				} else {
M
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1783

1784
					refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
1785

1786
				}
1787

1788
			} else if ( material.isMeshStandardMaterial ) {
1789

1790
				refreshUniformsCommon( m_uniforms, material );
T
Takahiro 已提交
1791

1792
				if ( material.isMeshPhysicalMaterial ) {
T
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1793

1794
					refreshUniformsPhysical( m_uniforms, material );
1795

1796
				} else {
1797

1798
					refreshUniformsStandard( m_uniforms, material );
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1799

1800
				}
W
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1801

1802
			} else if ( material.isMeshNormalMaterial ) {
W
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1803

1804
				refreshUniformsCommon( m_uniforms, material );
W
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1805

1806
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1807

1808
				refreshUniformsCommon( m_uniforms, material );
W
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1809
				refreshUniformsDepth( m_uniforms, material );
1810

W
WestLangley 已提交
1811
			} else if ( material.isMeshDistanceMaterial ) {
1812

1813
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1814
				refreshUniformsDistance( m_uniforms, material );
1815

1816
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1817

1818
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1819

1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1834 1835 1836 1837 1838
			} else if ( material.isShadowMaterial ) {

				m_uniforms.color.value = material.color;
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1839 1840
			}

M
Mr.doob 已提交
1841 1842 1843 1844 1845 1846
			// 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
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1847
			WebGLUniforms.upload(
1848
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1849 1850 1851

		}

M
Mr.doob 已提交
1852

T
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1853
		// common matrices
M
Mr.doob 已提交
1854

M
Mr.doob 已提交
1855 1856
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1857
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1858

T
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1859
		return program;
A
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1860 1861 1862

	}

M
Mr.doob 已提交
1863 1864
	// Uniforms (refresh uniforms objects)

M
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1865
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1866 1867 1868

		uniforms.opacity.value = material.opacity;

1869 1870 1871 1872 1873
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1874

1875
		if ( material.emissive ) {
M
Mr.doob 已提交
1876

1877
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1878 1879 1880

		}

1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// 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
			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

			uniforms.reflectivity.value = material.reflectivity;
			uniforms.refractionRatio.value = material.refractionRatio;

		}
M
Mr.doob 已提交
1913

1914 1915 1916 1917 1918 1919 1920
		if ( material.lightMap ) {

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

		}

1921
		if ( material.aoMap ) {
1922

1923 1924
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1925 1926 1927

		}

M
Mr.doob 已提交
1928
		// uv repeat and offset setting priorities
M
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1929 1930 1931 1932 1933
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1934
		// 6. emissive map
M
Mr.doob 已提交
1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1946 1947 1948 1949
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1950 1951 1952 1953 1954 1955 1956 1957
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1958 1959 1960 1961 1962 1963 1964 1965
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

1966 1967 1968 1969
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1970 1971 1972 1973
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
1974 1975 1976 1977
		}

		if ( uvScaleMap !== undefined ) {

1978
			// backwards compatibility
1979
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
1980 1981 1982 1983 1984

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
1985 1986 1987 1988 1989 1990 1991
			var offset = uvScaleMap.offset;
			var repeat = uvScaleMap.repeat;

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

		}

M
Mr.doob 已提交
1992
	}
M
Mr.doob 已提交
1993

M
Mr.doob 已提交
1994
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
1995 1996 1997 1998

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

M
Mr.doob 已提交
1999
	}
M
Mr.doob 已提交
2000

M
Mr.doob 已提交
2001
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2002 2003 2004 2005 2006

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

M
Mr.doob 已提交
2007
	}
M
Mr.doob 已提交
2008

M
Mr.doob 已提交
2009
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2010

2011
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2012
		uniforms.opacity.value = material.opacity;
2013
		uniforms.size.value = material.size * _pixelRatio;
2014
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2015 2016 2017

		uniforms.map.value = material.map;

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

M
Mr.doob 已提交
2029
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2030 2031 2032

		uniforms.fogColor.value = fog.color;

2033
		if ( fog.isFog ) {
M
Mr.doob 已提交
2034 2035 2036 2037

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

2038
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2039 2040 2041 2042 2043

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2044
	}
M
Mr.doob 已提交
2045

M
Mr.doob 已提交
2046
	function refreshUniformsLambert( uniforms, material ) {
2047 2048 2049 2050 2051 2052 2053 2054 2055

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2056
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2057

2058
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2059
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2060

2061
		if ( material.emissiveMap ) {
2062

2063
			uniforms.emissiveMap.value = material.emissiveMap;
2064

2065
		}
M
Mr.doob 已提交
2066

2067 2068 2069 2070
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2071

2072
		}
M
Mr.doob 已提交
2073

2074 2075 2076 2077 2078 2079
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2080

2081 2082 2083 2084 2085
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2086

2087
		}
2088

T
Takahiro 已提交
2089 2090 2091 2092 2093 2094
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2095
		if ( material.gradientMap ) {
T
Takahiro 已提交
2096

T
Takahiro 已提交
2097
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2098 2099 2100

		}

2101 2102
	}

M
Mr.doob 已提交
2103
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156

		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
2157
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2158

2159 2160 2161
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2162 2163 2164 2165
		refreshUniformsStandard( uniforms, material );

	}

W
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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
	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

		uniforms.referencePosition.value.copy( material.referencePosition );
		uniforms.nearDistance.value = material.nearDistance;
		uniforms.farDistance.value = material.farDistance;

	}

2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219
	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;

		}

	}

2220 2221
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2222
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2223

M
Mr.doob 已提交
2224
		uniforms.ambientLightColor.needsUpdate = value;
2225

B
Ben Houston 已提交
2226 2227 2228
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2229
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2230
		uniforms.hemisphereLights.needsUpdate = value;
2231

M
Mr.doob 已提交
2232
	}
2233

M
Mr.doob 已提交
2234 2235 2236 2237
	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2238
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2239
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2240 2241 2242 2243 2244

	};

	// Textures

T
tschw 已提交
2245 2246 2247 2248 2249 2250
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2251
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2252 2253 2254 2255 2256 2257 2258 2259 2260

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2261
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2262

2263
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2264
	this.setTexture2D = ( function () {
T
tschw 已提交
2265

2266
		var warned = false;
T
tschw 已提交
2267

2268
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2269
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2270

T
Takahiro 已提交
2271
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2272

2273
				if ( ! warned ) {
T
tschw 已提交
2274

2275 2276
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2277

2278
				}
T
tschw 已提交
2279

2280
				texture = texture.texture;
T
tschw 已提交
2281

2282
			}
T
tschw 已提交
2283

2284
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2285

2286
		};
T
tschw 已提交
2287

2288
	}() );
T
tschw 已提交
2289

M
Mr.doob 已提交
2290
	this.setTexture = ( function () {
2291 2292 2293

		var warned = false;

W
WestLangley 已提交
2294
		return function setTexture( texture, slot ) {
2295 2296 2297 2298 2299 2300 2301 2302

			if ( ! warned ) {

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

			}

2303
			textures.setTexture2D( texture, slot );
2304 2305 2306 2307 2308

		};

	}() );

M
Mr.doob 已提交
2309
	this.setTextureCube = ( function () {
2310 2311 2312

		var warned = false;

W
WestLangley 已提交
2313
		return function setTextureCube( texture, slot ) {
2314 2315

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2316
			if ( texture && texture.isWebGLRenderTargetCube ) {
2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330

				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
2331
			if ( ( texture && texture.isCubeTexture ) ||
2332
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2333 2334 2335 2336

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2337
				textures.setTextureCube( texture, slot );
2338 2339 2340 2341 2342

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2343
				textures.setTextureCubeDynamic( texture, slot );
2344 2345 2346 2347 2348 2349

			}

		};

	}() );
T
tschw 已提交
2350

2351
	this.getRenderTarget = function () {
2352 2353 2354

		return _currentRenderTarget;

M
Michael Herzog 已提交
2355
	};
2356

2357
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2358

2359 2360
		_currentRenderTarget = renderTarget;

2361
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2362

2363
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2364 2365 2366

		}

M
Mr.doob 已提交
2367
		var framebuffer = null;
M
Mr.doob 已提交
2368
		var isCube = false;
M
Mr.doob 已提交
2369 2370 2371

		if ( renderTarget ) {

M
Mr.doob 已提交
2372
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2373

M
Mr.doob 已提交
2374
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2375

M
Mr.doob 已提交
2376
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2377
				isCube = true;
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Mr.doob 已提交
2378 2379 2380

			} else {

M
Mr.doob 已提交
2381
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2382 2383 2384

			}

M
Mr.doob 已提交
2385
			_currentViewport.copy( renderTarget.viewport );
2386 2387
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2388

M
Mr.doob 已提交
2389 2390
		} else {

M
Mr.doob 已提交
2391
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2392
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2393
			_currentScissorTest = _scissorTest;
2394

M
Mr.doob 已提交
2395 2396
		}

M
Mr.doob 已提交
2397
		if ( _currentFramebuffer !== framebuffer ) {
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2398 2399 2400 2401 2402 2403

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

		}

M
Mr.doob 已提交
2404
		state.viewport( _currentViewport );
2405 2406
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2407

M
Mr.doob 已提交
2408 2409 2410
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2411
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
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2412 2413 2414

		}

M
Mr.doob 已提交
2415 2416
	};

M
Mr.doob 已提交
2417
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2418

0
06wj 已提交
2419
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2420

2421
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2422
			return;
2423

G
gero3 已提交
2424
		}
2425

M
Mr.doob 已提交
2426
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2427

M
Mr.doob 已提交
2428
		if ( framebuffer ) {
2429

G
gero3 已提交
2430
			var restore = false;
2431

M
Mr.doob 已提交
2432
			if ( framebuffer !== _currentFramebuffer ) {
2433

M
Mr.doob 已提交
2434
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2435

G
gero3 已提交
2436
				restore = true;
2437

G
gero3 已提交
2438
			}
2439

M
Mr.doob 已提交
2440
			try {
2441

M
Mr.doob 已提交
2442
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2443 2444
				var textureFormat = texture.format;
				var textureType = texture.type;
2445

2446
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2447

M
Mr.doob 已提交
2448 2449
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2450

M
Mr.doob 已提交
2451
				}
2452

2453
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2454 2455
					! ( 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' ) ) ) {
2456

M
Mr.doob 已提交
2457 2458
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2459

M
Mr.doob 已提交
2460
				}
2461

M
Mr.doob 已提交
2462
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2463

2464 2465
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2466
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2467

2468
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2469 2470

					}
2471

M
Mr.doob 已提交
2472
				} else {
M
Mr.doob 已提交
2473

M
Mr.doob 已提交
2474 2475 2476
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
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2477

M
Mr.doob 已提交
2478
			} finally {
M
Mr.doob 已提交
2479

M
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2480 2481 2482
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
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2483

M
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2484 2485 2486
				}

			}
M
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2487 2488 2489

		}

M
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2490 2491
	};

M
Mr.doob 已提交
2492
}
R
Rich Harris 已提交
2493

T
Tristan VALCKE 已提交
2494

2495
export { WebGLRenderer };