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

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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

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

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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Mr.doob 已提交
599 600
	this.renderBufferImmediate = function ( object, program, material ) {

601
		state.initAttributes();
602

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

605 606 607 608
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
609

610
		var programAttributes = program.getAttributes();
611

M
Mr.doob 已提交
612 613
		if ( object.hasPositions ) {

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

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

		}

		if ( object.hasNormals ) {

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

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

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

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

635 636 637
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
638

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

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

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

				}

			}

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

657
			state.enableAttribute( programAttributes.normal );
658

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

		}

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

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

668
			state.enableAttribute( programAttributes.uv );
669

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

		}

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

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

679
			state.enableAttribute( programAttributes.color );
680

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

		}

685
		state.disableUnusedAttributes();
686

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

		object.count = 0;

	};

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

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

	}

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

701
		state.setMaterial( material );
M
Mr.doob 已提交
702

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

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

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

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

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

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

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

			}

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

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

740 741
			var morphAttributes = geometry.morphAttributes;

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

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

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

749
					var index = influence[ 1 ];
M
Mr.doob 已提交
750

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

				} else {

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

				}

			}

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

				morphInfluences[ i ] = 0.0;

			}

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

			updateBuffers = true;

		}

775 776
		//

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

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

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

		}

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

791
		if ( index !== null ) {
792

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

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

798
		}
M
Mr.doob 已提交
799

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

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

804
			if ( index !== null ) {
805

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

			}

810
		}
811

812 813
		//

814
		var dataCount = 0;
815

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

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

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

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

M
Mr.doob 已提交
824
		}
825

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

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

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

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

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

M
Mr.doob 已提交
839
		//
840

841
		if ( object.isMesh ) {
842

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

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

848
			} else {
M
Mr.doob 已提交
849 850

				switch ( object.drawMode ) {
851

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

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

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

				}
865

866
			}
867

868

869
		} else if ( object.isLine ) {
870

871
			var lineWidth = material.linewidth;
872

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

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

877
			if ( object.isLineSegments ) {
878

879
				renderer.setMode( _gl.LINES );
880

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

				renderer.setMode( _gl.LINE_LOOP );

885
			} else {
886

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

			}
M
Mr.doob 已提交
890

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

			renderer.setMode( _gl.POINTS );
894 895

		}
896

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

			if ( geometry.maxInstancedCount > 0 ) {

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

J
jfranc 已提交
903
			}
904 905 906

		} else {

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

M
Mr.doob 已提交
909 910 911 912
		}

	};

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

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

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

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

M
Mr.doob 已提交
922 923 924
			}

		}
B
Ben Adams 已提交
925

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

928 929
		state.initAttributes();

930
		var geometryAttributes = geometry.attributes;
931

932
		var programAttributes = program.getAttributes();
933

934
		var materialDefaultAttributeValues = material.defaultAttributeValues;
935

936
		for ( var name in programAttributes ) {
937

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

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

942
				var geometryAttribute = geometryAttributes[ name ];
943

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

							state.enableAttribute( programAttribute );

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

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

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

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

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

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

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

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

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

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

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

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

					}

				}

			}

		}
1035

1036
		state.disableUnusedAttributes();
1037

M
Mr.doob 已提交
1038 1039
	}

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

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

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

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

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

				lights.push( object );

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

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

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

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

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

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

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

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

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

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

		} );
G
gero3 已提交
1079 1080

	};
1081

M
Mr.doob 已提交
1082 1083 1084 1085
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {

1086
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1087

1088
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1089 1090 1091 1092 1093 1094
			return;

		}

		// reset caching for this frame

1095
		_currentGeometryProgram = '';
1096
		_currentMaterialId = - 1;
1097
		_currentCamera = null;
M
Mr.doob 已提交
1098 1099 1100

		// update scene graph

1101
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1102 1103 1104

		// update camera matrices and frustum

M
Mr.doob 已提交
1105 1106
		camera.onBeforeRender( _this );

1107
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1108 1109 1110 1111

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

M
Mr.doob 已提交
1112
		lights.length = 0;
M
Mr.doob 已提交
1113 1114 1115
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1116
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1117
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1118

1119 1120 1121
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1122
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1123

1124
		currentRenderList.finish();
1125

M
Mr.doob 已提交
1126
		if ( _this.sortObjects === true ) {
1127

1128
			currentRenderList.sort();
M
Mr.doob 已提交
1129

1130 1131
		}

M
Mr.doob 已提交
1132
		//
M
Mr.doob 已提交
1133

T
tschw 已提交
1134
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1135

1136 1137
		setupShadows( lights );

M
Mr.doob 已提交
1138
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1139

1140 1141
		setupLights( lights, camera );

T
tschw 已提交
1142
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1143

M
Mr.doob 已提交
1144 1145
		//

M
Mr.doob 已提交
1146
		_infoRender.frame ++;
1147 1148 1149 1150
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1151

1152 1153 1154 1155 1156 1157
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1158 1159
		this.setRenderTarget( renderTarget );

M
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1160 1161 1162 1163 1164 1165
		//

		var background = scene.background;

		if ( background === null ) {

1166
			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
M
Mr.doob 已提交
1167

T
Takahiro 已提交
1168
		} else if ( background && background.isColor ) {
1169

1170
			state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
1171
			forceClear = true;
1172 1173 1174 1175 1176 1177 1178 1179 1180

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1181
		if ( background && background.isCubeTexture ) {
M
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1182

M
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1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205
			if ( backgroundBoxCamera === undefined ) {

				backgroundBoxCamera = new PerspectiveCamera();

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

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

			backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
M
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1206 1207 1208


			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
M
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1209
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
M
Mr.doob 已提交
1210

1211 1212
			objects.update( backgroundBoxMesh );

M
Mr.doob 已提交
1213
			_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
M
Mr.doob 已提交
1214

T
Takahiro 已提交
1215
		} else if ( background && background.isTexture ) {
M
Mr.doob 已提交
1216

M
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1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227
			if ( backgroundPlaneCamera === undefined ) {

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

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

			}

M
Mr.doob 已提交
1228 1229
			backgroundPlaneMesh.material.map = background;

1230 1231
			objects.update( backgroundPlaneMesh );

M
Mr.doob 已提交
1232
			_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
M
Mr.doob 已提交
1233

M
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1234 1235
		}

1236
		//
M
Mr.doob 已提交
1237

1238 1239 1240
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1241 1242
		if ( scene.overrideMaterial ) {

1243
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1244

M
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1245 1246
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1247

M
Mr.doob 已提交
1248 1249 1250 1251
		} else {

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

M
Mr.doob 已提交
1252
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1253 1254 1255

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

M
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1256
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1257 1258 1259 1260 1261

		}

		// custom render plugins (post pass)

M
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1262
		spritePlugin.render( scene, camera );
1263
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1264 1265 1266

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

M
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1267 1268
		if ( renderTarget ) {

1269
			textures.updateRenderTargetMipmap( renderTarget );
M
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1270 1271 1272

		}

1273
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1274

1275 1276 1277
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1278

M
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1279
		if ( camera.isArrayCamera ) {
1280 1281 1282 1283 1284

			_this.setScissorTest( false );

		}

M
Mr.doob 已提交
1285 1286
		camera.onAfterRender( _this );

M
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1287 1288 1289
		// _gl.finish();

	};
M
Mr.doob 已提交
1290

1291
	/*
M
Mr.doob 已提交
1292 1293
	// TODO Duplicated code (Frustum)

1294 1295
	var _sphere = new Sphere();

T
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1296 1297 1298 1299 1300 1301 1302
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1303
		_sphere.copy( geometry.boundingSphere ).
1304
		applyMatrix4( object.matrixWorld );
M
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1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320

		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
1321 1322

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
tschw 已提交
1323 1324 1325 1326

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338

		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
1339
		} while ( ++ i !== numPlanes );
T
tschw 已提交
1340 1341 1342 1343

		return true;

	}
1344
	*/
T
tschw 已提交
1345

M
Mr.doob 已提交
1346
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1347

M
Mr.doob 已提交
1348
		if ( ! object.visible ) return;
M
Mr.doob 已提交
1349

1350
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1351

1352
		if ( visible ) {
1353

1354
			if ( object.isLight ) {
M
Mr.doob 已提交
1355

1356
				lights.push( object );
M
Mr.doob 已提交
1357

1358
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1359

1360
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1361

1362
					sprites.push( object );
M
Mr.doob 已提交
1363

1364
				}
M
Mr.doob 已提交
1365

1366
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1367

1368
				lensFlares.push( object );
M
Mr.doob 已提交
1369

1370
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1371

1372
				if ( sortObjects ) {
M
Mr.doob 已提交
1373

1374 1375
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1376

1377
				}
M
Mr.doob 已提交
1378

1379
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1380

1381
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1382

1383
				if ( object.isSkinnedMesh ) {
1384

1385
					object.skeleton.update();
1386

1387
				}
1388

1389
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1390

1391 1392 1393 1394 1395 1396
					if ( sortObjects ) {

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

					}
1397

1398 1399
					var geometry = objects.update( object );
					var material = object.material;
1400

1401
					if ( Array.isArray( material ) ) {
1402

1403
						var groups = geometry.groups;
1404

1405
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1406

1407 1408
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1409

1410
							if ( groupMaterial && groupMaterial.visible ) {
1411

1412 1413 1414
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1415

M
Mr.doob 已提交
1416
						}
M
Mr.doob 已提交
1417

1418
					} else if ( material.visible ) {
1419

1420
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1421

1422
					}
M
Mr.doob 已提交
1423

1424
				}
M
Mr.doob 已提交
1425

1426
			}
M
Mr.doob 已提交
1427

M
Mr.doob 已提交
1428
		}
M
Mr.doob 已提交
1429

M
Mr.doob 已提交
1430
		var children = object.children;
M
Mr.doob 已提交
1431

M
Mr.doob 已提交
1432 1433
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1434
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1435

1436
		}
1437

1438
	}
M
Mr.doob 已提交
1439

1440
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1441

M
Mr.doob 已提交
1442
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1443

1444
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1445

1446
			var object = renderItem.object;
M
Mr.doob 已提交
1447 1448 1449
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1450

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

M
Mr.doob 已提交
1453
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1454

M
Mr.doob 已提交
1455
				var cameras = camera.cameras;
M
Mr.doob 已提交
1456

M
Mr.doob 已提交
1457
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1458

M
Mr.doob 已提交
1459 1460
					var camera2 = cameras[ j ];
					var bounds = camera2.bounds;
M
Mr.doob 已提交
1461

1462 1463 1464 1465
					var x = bounds.x * _width;
					var y = bounds.y * _height;
					var width = bounds.z * _width;
					var height = bounds.w * _height;
1466 1467 1468

					_this.setViewport( x, y, width, height );
					_this.setScissor( x, y, width, height );
1469
					_this.setScissorTest( true );
M
Mr.doob 已提交
1470

M
Mr.doob 已提交
1471
					renderObject( object, scene, camera2, geometry, material, group );
M
Mr.doob 已提交
1472

M
Mr.doob 已提交
1473
				}
1474

M
Mr.doob 已提交
1475
			} else {
M
Mr.doob 已提交
1476

M
Mr.doob 已提交
1477
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1478

M
Mr.doob 已提交
1479
			}
M
Mr.doob 已提交
1480

1481
			object.onAfterRender( _this, scene, camera, geometry, material, group );
D
Dusan Bosnjak 已提交
1482

1483
		}
M
Mr.doob 已提交
1484

1485
	}
G
gero3 已提交
1486

M
Mr.doob 已提交
1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509
	function renderObject( object, scene, camera, geometry, material, group ) {

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

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

	}

1510
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1511

1512
		var materialProperties = properties.get( material );
G
gero3 已提交
1513

T
tschw 已提交
1514
		var parameters = programCache.getParameters(
1515
			material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1516

G
gero3 已提交
1517
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1518

1519
		var program = materialProperties.program;
T
tschw 已提交
1520
		var programChange = true;
1521

1522
		if ( program === undefined ) {
B
Ben Adams 已提交
1523

M
Mr.doob 已提交
1524 1525
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1526

1527
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1528

M
Mr.doob 已提交
1529
			// changed glsl or parameters
1530
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1531

G
gero3 已提交
1532
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1533

T
tschw 已提交
1534
			// same glsl and uniform list
T
tschw 已提交
1535 1536
			return;

T
tschw 已提交
1537
		} else {
B
Ben Adams 已提交
1538

T
tschw 已提交
1539 1540
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1541 1542 1543

		}

1544
		if ( programChange ) {
B
Ben Adams 已提交
1545

1546
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1547

R
Rich Harris 已提交
1548
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1549

1550 1551
				materialProperties.__webglShader = {
					name: material.type,
1552
					uniforms: UniformsUtils.clone( shader.uniforms ),
1553 1554 1555
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1556

1557
			} else {
B
Ben Adams 已提交
1558

1559 1560 1561 1562 1563 1564
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1565

1566
			}
G
gero3 已提交
1567

1568
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1569

1570
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1571

1572 1573
			materialProperties.program = program;
			material.program = program;
1574 1575 1576

		}

1577
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1578 1579 1580 1581 1582

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1583
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1584

1585
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1599
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1600

1601
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1602 1603 1604 1605 1606 1607 1608 1609 1610

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1611 1612
		var uniforms = materialProperties.__webglShader.uniforms;

1613
		if ( ! material.isShaderMaterial &&
1614 1615
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1616

T
tschw 已提交
1617
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1618
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1619
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1620 1621 1622

		}

1623
		materialProperties.fog = fog;
1624

1625
		// store the light setup it was created for
1626

1627
		materialProperties.lightsHash = _lights.hash;
1628

M
Mr.doob 已提交
1629
		if ( material.lights ) {
1630 1631 1632 1633 1634 1635

			// 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;
1636
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1637
			uniforms.pointLights.value = _lights.point;
1638 1639
			uniforms.hemisphereLights.value = _lights.hemi;

1640 1641 1642 1643 1644 1645
			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;
1646
			// TODO (abelnation): add area lights shadow info to uniforms
1647

1648 1649
		}

T
tschw 已提交
1650 1651
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1652
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1653

T
tschw 已提交
1654
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1655

M
Mr.doob 已提交
1656
	}
M
Mr.doob 已提交
1657

1658
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1659 1660 1661

		_usedTextureUnits = 0;

1662
		var materialProperties = properties.get( material );
1663

T
tschw 已提交
1664 1665 1666 1667 1668
		if ( _clippingEnabled ) {

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

				var useCache =
1669 1670
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1671 1672 1673 1674

				// 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
1675
				_clipping.setState(
1676 1677
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1678 1679 1680 1681 1682

			}

		}

1683
		if ( material.needsUpdate === false ) {
1684

1685
			if ( materialProperties.program === undefined ) {
1686

1687
				material.needsUpdate = true;
1688

1689
			} else if ( material.fog && materialProperties.fog !== fog ) {
1690

M
Mr.doob 已提交
1691
				material.needsUpdate = true;
1692

1693
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1694

1695
				material.needsUpdate = true;
1696

1697
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1698
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1699
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1700 1701 1702

				material.needsUpdate = true;

1703
			}
1704 1705 1706 1707

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1708

1709
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1710 1711 1712 1713
			material.needsUpdate = false;

		}

1714
		var refreshProgram = false;
M
Mr.doob 已提交
1715
		var refreshMaterial = false;
1716
		var refreshLights = false;
M
Mr.doob 已提交
1717

1718
		var program = materialProperties.program,
1719
			p_uniforms = program.getUniforms(),
1720
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1721

1722
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1723

1724 1725
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1726

1727
			refreshProgram = true;
M
Mr.doob 已提交
1728
			refreshMaterial = true;
1729
			refreshLights = true;
M
Mr.doob 已提交
1730 1731 1732 1733 1734 1735

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1736

M
Mr.doob 已提交
1737 1738 1739 1740
			refreshMaterial = true;

		}

1741
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1742

M
Mr.doob 已提交
1743
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1744

G
gero3 已提交
1745
			if ( capabilities.logarithmicDepthBuffer ) {
1746

T
tschw 已提交
1747
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1748
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1749 1750 1751 1752

			}


1753 1754 1755 1756 1757 1758 1759 1760 1761
			if ( camera !== _currentCamera ) {

				_currentCamera = camera;

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

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1762
				refreshLights = true;		// remains set until update done
1763 1764

			}
M
Mr.doob 已提交
1765

1766 1767 1768
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1769
			if ( material.isShaderMaterial ||
1770 1771 1772
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1773

T
tschw 已提交
1774 1775 1776
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1777

T
tschw 已提交
1778
					uCamPos.setValue( _gl,
1779
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1780 1781 1782 1783 1784

				}

			}

1785
			if ( material.isMeshPhongMaterial ||
1786 1787 1788 1789
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1790
				material.skinning ) {
1791

T
tschw 已提交
1792
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1793 1794 1795

			}

M
Mr.doob 已提交
1796 1797
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1798

M
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1799 1800 1801 1802 1803 1804
		}

		// 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

1805
		if ( material.skinning ) {
M
Mr.doob 已提交
1806

T
tschw 已提交
1807 1808
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1809

T
tschw 已提交
1810
			var skeleton = object.skeleton;
1811

T
tschw 已提交
1812
			if ( skeleton ) {
1813

1814 1815
				var bones = skeleton.bones;

1816
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1817

1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842
					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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1843 1844
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1845

T
tschw 已提交
1846
				} else {
M
Mr.doob 已提交
1847

T
tschw 已提交
1848
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1849 1850 1851 1852 1853 1854 1855 1856 1857

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1858
			if ( material.lights ) {
M
Mr.doob 已提交
1859

1860
				// the current material requires lighting info
M
Mr.doob 已提交
1861

T
tschw 已提交
1862 1863 1864 1865 1866 1867
				// 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
1868

T
tschw 已提交
1869
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1870

T
tschw 已提交
1871
			}
G
gero3 已提交
1872

T
tschw 已提交
1873
			// refresh uniforms common to several materials
G
gero3 已提交
1874

T
tschw 已提交
1875
			if ( fog && material.fog ) {
G
gero3 已提交
1876

T
tschw 已提交
1877
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1878 1879 1880

			}

1881
			if ( material.isMeshBasicMaterial ||
1882 1883 1884
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1885
				material.isMeshNormalMaterial ||
1886
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1887 1888 1889 1890 1891 1892 1893

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1894
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1895 1896 1897

				refreshUniformsLine( m_uniforms, material );

1898
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1899 1900 1901 1902

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

1903
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1904

M
Mr.doob 已提交
1905
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1906

1907
			} else if ( material.isMeshLambertMaterial ) {
1908 1909 1910

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1911 1912 1913 1914
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1915 1916 1917 1918
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1919
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1920 1921 1922

				refreshUniformsPhysical( m_uniforms, material );

1923
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1924

1925
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1926

1927
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1928

1929 1930 1931 1932 1933 1934 1935 1936
				if ( material.displacementMap ) {

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

				}

1937
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1938

1939
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1940 1941 1942

			}

M
Mr.doob 已提交
1943 1944 1945 1946 1947 1948
			// 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
1949
			WebGLUniforms.upload(
1950
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1951 1952 1953

		}

M
Mr.doob 已提交
1954

T
tschw 已提交
1955
		// common matrices
M
Mr.doob 已提交
1956

M
Mr.doob 已提交
1957 1958
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1959
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1960

T
tschw 已提交
1961
		return program;
A
arose 已提交
1962 1963 1964

	}

M
Mr.doob 已提交
1965 1966
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1967
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1968 1969 1970

		uniforms.opacity.value = material.opacity;

1971
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1972

1973
		if ( material.emissive ) {
M
Mr.doob 已提交
1974

1975
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1976 1977 1978

		}

1979 1980 1981
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1982

1983 1984 1985 1986 1987 1988 1989
		if ( material.lightMap ) {

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

		}

1990
		if ( material.aoMap ) {
1991

1992 1993
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1994 1995 1996

		}

M
Mr.doob 已提交
1997
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1998 1999 2000 2001 2002
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2003
		// 6. emissive map
M
Mr.doob 已提交
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2015 2016 2017 2018
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2019 2020 2021 2022 2023 2024 2025 2026
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2027 2028 2029 2030 2031 2032 2033 2034
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2035 2036 2037 2038
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2039 2040 2041 2042
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2043 2044 2045 2046
		}

		if ( uvScaleMap !== undefined ) {

2047
			// backwards compatibility
2048
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2049 2050 2051 2052 2053

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2054 2055 2056 2057 2058 2059 2060 2061
			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;
2062 2063 2064 2065 2066

		// 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
2067
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2068

2069
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2070 2071
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2072
	}
M
Mr.doob 已提交
2073

M
Mr.doob 已提交
2074
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2075 2076 2077 2078

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

M
Mr.doob 已提交
2079
	}
M
Mr.doob 已提交
2080

M
Mr.doob 已提交
2081
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2082 2083 2084 2085 2086

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

M
Mr.doob 已提交
2087
	}
M
Mr.doob 已提交
2088

M
Mr.doob 已提交
2089
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2090

2091
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2092
		uniforms.opacity.value = material.opacity;
2093
		uniforms.size.value = material.size * _pixelRatio;
2094
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2095 2096 2097

		uniforms.map.value = material.map;

2098 2099 2100 2101 2102 2103 2104 2105 2106
		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
2107
	}
M
Mr.doob 已提交
2108

M
Mr.doob 已提交
2109
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2110 2111 2112

		uniforms.fogColor.value = fog.color;

2113
		if ( fog.isFog ) {
M
Mr.doob 已提交
2114 2115 2116 2117

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

2118
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2119 2120 2121 2122 2123

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2124
	}
M
Mr.doob 已提交
2125

M
Mr.doob 已提交
2126
	function refreshUniformsLambert( uniforms, material ) {
2127 2128 2129 2130 2131 2132 2133 2134 2135

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2136
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2137

2138
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2139
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2140

2141
		if ( material.emissiveMap ) {
2142

2143
			uniforms.emissiveMap.value = material.emissiveMap;
2144

2145
		}
M
Mr.doob 已提交
2146

2147 2148 2149 2150
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2151

2152
		}
M
Mr.doob 已提交
2153

2154 2155 2156 2157 2158 2159
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2160

2161 2162 2163 2164 2165
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2166

2167
		}
2168

T
Takahiro 已提交
2169 2170 2171 2172 2173 2174
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2175
		if ( material.gradientMap ) {
T
Takahiro 已提交
2176

T
Takahiro 已提交
2177
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2178 2179 2180

		}

2181 2182
	}

M
Mr.doob 已提交
2183
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236

		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
2237
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2238

2239 2240 2241
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2242 2243 2244 2245
		refreshUniformsStandard( uniforms, material );

	}

2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271
	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;

		}

	}

2272 2273
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2274
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2275

M
Mr.doob 已提交
2276
		uniforms.ambientLightColor.needsUpdate = value;
2277

B
Ben Houston 已提交
2278 2279 2280
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2281
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2282
		uniforms.hemisphereLights.needsUpdate = value;
2283

M
Mr.doob 已提交
2284
	}
2285

T
tschw 已提交
2286
	// Lighting
M
Mr.doob 已提交
2287

M
Mr.doob 已提交
2288
	function setupShadows( lights ) {
2289 2290 2291 2292 2293 2294 2295 2296 2297

		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
2298 2299
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2300 2301 2302 2303 2304 2305 2306 2307 2308

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2309
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2310

M
Mr.doob 已提交
2311
		var l, ll, light, shadow,
2312 2313 2314 2315 2316
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2317

2318
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2319

M
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2320 2321 2322 2323 2324
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2325 2326 2327 2328 2329 2330 2331 2332 2333

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

			light = lights[ l ];

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

2334
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2335

2336
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2337

2338 2339 2340
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2341

2342
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2343

M
Mr.doob 已提交
2344
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2345

2346
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2347
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2348
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2349 2350 2351
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2352
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2353

2354
				if ( light.castShadow ) {
M
Mr.doob 已提交
2355

M
Mr.doob 已提交
2356 2357 2358 2359 2360
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2361

2362 2363
				}

2364
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2365
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2366 2367 2368
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
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2369

2370
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2371

M
Mr.doob 已提交
2372
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2373 2374 2375

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
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2376

M
Mr.doob 已提交
2377 2378 2379 2380 2381 2382 2383 2384
				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 );

2385 2386
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2387
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2388

2389
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2390

2391 2392
				if ( light.castShadow ) {

M
Mr.doob 已提交
2393 2394 2395 2396 2397
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2398

2399 2400
				}

2401
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2402
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2403 2404 2405
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2406

2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436
			} 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
2437 2438 2439
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2440

2441
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2442

M
Mr.doob 已提交
2443
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2444

M
Mr.doob 已提交
2445 2446
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2447

M
Mr.doob 已提交
2448 2449
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2450 2451
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2452
				uniforms.shadow = light.castShadow;
2453

M
Mr.doob 已提交
2454
				if ( light.castShadow ) {
2455

M
Mr.doob 已提交
2456 2457 2458 2459 2460
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2461 2462

				}
2463

2464
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2465
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2466 2467 2468
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2469

2470
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2471

M
Mr.doob 已提交
2472
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2473 2474 2475 2476

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2477

M
Mr.doob 已提交
2478 2479
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2480

M
Mr.doob 已提交
2481 2482 2483
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2484 2485 2486 2487 2488

			}

		}

M
Mr.doob 已提交
2489 2490 2491
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2492

M
Mr.doob 已提交
2493 2494
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2495
		_lights.rectArea.length = rectAreaLength;
2496
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2497
		_lights.hemi.length = hemiLength;
2498

2499 2500
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2501

M
Mr.doob 已提交
2502
	}
M
Mr.doob 已提交
2503 2504 2505 2506 2507

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2508
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2509
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2510 2511 2512 2513 2514

	};

	// Textures

T
tschw 已提交
2515 2516 2517 2518 2519 2520
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2521
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2522 2523 2524 2525 2526 2527 2528 2529 2530

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2531
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2532

2533
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2534
	this.setTexture2D = ( function () {
T
tschw 已提交
2535

2536
		var warned = false;
T
tschw 已提交
2537

2538
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2539
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2540

T
Takahiro 已提交
2541
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2542

2543
				if ( ! warned ) {
T
tschw 已提交
2544

2545 2546
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2547

2548
				}
T
tschw 已提交
2549

2550
				texture = texture.texture;
T
tschw 已提交
2551

2552
			}
T
tschw 已提交
2553

2554
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2555

2556
		};
T
tschw 已提交
2557

2558
	}() );
T
tschw 已提交
2559

M
Mr.doob 已提交
2560
	this.setTexture = ( function () {
2561 2562 2563

		var warned = false;

W
WestLangley 已提交
2564
		return function setTexture( texture, slot ) {
2565 2566 2567 2568 2569 2570 2571 2572

			if ( ! warned ) {

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

			}

2573
			textures.setTexture2D( texture, slot );
2574 2575 2576 2577 2578

		};

	}() );

M
Mr.doob 已提交
2579
	this.setTextureCube = ( function () {
2580 2581 2582

		var warned = false;

W
WestLangley 已提交
2583
		return function setTextureCube( texture, slot ) {
2584 2585

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2586
			if ( texture && texture.isWebGLRenderTargetCube ) {
2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600

				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
2601
			if ( ( texture && texture.isCubeTexture ) ||
2602
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2603 2604 2605 2606

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2607
				textures.setTextureCube( texture, slot );
2608 2609 2610 2611 2612

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2613
				textures.setTextureCubeDynamic( texture, slot );
2614 2615 2616 2617 2618 2619

			}

		};

	}() );
T
tschw 已提交
2620

2621
	this.getRenderTarget = function () {
2622 2623 2624

		return _currentRenderTarget;

M
Michael Herzog 已提交
2625
	};
2626

2627
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2628

2629 2630
		_currentRenderTarget = renderTarget;

2631
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2632

2633
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2634 2635 2636

		}

T
Takahiro 已提交
2637
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2638
		var framebuffer;
M
Mr.doob 已提交
2639 2640 2641

		if ( renderTarget ) {

2642
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2643

M
Mr.doob 已提交
2644 2645
			if ( isCube ) {

2646
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2647 2648 2649

			} else {

2650
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2651 2652 2653

			}

2654 2655
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2656

2657
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2658 2659 2660 2661 2662

		} else {

			framebuffer = null;

2663
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2664
			_currentScissorTest = _scissorTest;
2665

2666
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2667 2668 2669

		}

M
Mr.doob 已提交
2670
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2671 2672 2673 2674 2675 2676

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

		}

2677 2678
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2679

0
06wj 已提交
2680
		state.viewport( _currentViewport );
2681

M
Mr.doob 已提交
2682 2683 2684
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2685
			_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
2686 2687 2688

		}

M
Mr.doob 已提交
2689 2690
	};

M
Mr.doob 已提交
2691
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2692

T
Takahiro 已提交
2693
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2694

2695
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2696
			return;
2697

G
gero3 已提交
2698
		}
2699

M
Mr.doob 已提交
2700
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2701

M
Mr.doob 已提交
2702
		if ( framebuffer ) {
2703

G
gero3 已提交
2704
			var restore = false;
2705

M
Mr.doob 已提交
2706
			if ( framebuffer !== _currentFramebuffer ) {
2707

M
Mr.doob 已提交
2708
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2709

G
gero3 已提交
2710
				restore = true;
2711

G
gero3 已提交
2712
			}
2713

M
Mr.doob 已提交
2714
			try {
2715

M
Mr.doob 已提交
2716
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2717 2718
				var textureFormat = texture.format;
				var textureType = texture.type;
2719

M
Mr.doob 已提交
2720
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2721

M
Mr.doob 已提交
2722 2723
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2724

M
Mr.doob 已提交
2725
				}
2726

M
Mr.doob 已提交
2727
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2728 2729
					! ( 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' ) ) ) {
2730

M
Mr.doob 已提交
2731 2732
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2733

M
Mr.doob 已提交
2734
				}
2735

M
Mr.doob 已提交
2736
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2737

2738 2739
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2740
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2741

M
Mr.doob 已提交
2742
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2743 2744

					}
2745

M
Mr.doob 已提交
2746
				} else {
M
Mr.doob 已提交
2747

M
Mr.doob 已提交
2748 2749 2750
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2751

M
Mr.doob 已提交
2752
			} finally {
M
Mr.doob 已提交
2753

M
Mr.doob 已提交
2754 2755 2756
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2757

M
Mr.doob 已提交
2758 2759 2760
				}

			}
M
Mr.doob 已提交
2761 2762 2763

		}

M
Mr.doob 已提交
2764 2765
	};

M
Mr.doob 已提交
2766 2767
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2768
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2769

2770 2771
		var extension;

R
Rich Harris 已提交
2772 2773 2774
		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
2775

R
Rich Harris 已提交
2776 2777 2778
		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
2779

R
Rich Harris 已提交
2780 2781 2782
		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
2783

R
Rich Harris 已提交
2784 2785 2786 2787
		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
2788

R
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		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
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		if ( p === HalfFloatType ) {
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			extension = extensions.get( 'OES_texture_half_float' );
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2800
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
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		}

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

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

			}
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		}

2845
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2846
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
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2848
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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			if ( extension !== null ) {

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

			}
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		}

2861
		if ( p === RGB_ETC1_Format ) {
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2863
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
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2865
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2866 2867 2868

		}

2869 2870 2871
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
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2873
			if ( extension !== null ) {
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2875 2876 2877 2878
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
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		}

2882
		if ( p === UnsignedInt248Type ) {
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2884
			extension = extensions.get( 'WEBGL_depth_texture' );
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2886
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
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		}

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		return 0;

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	}
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}
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export { WebGLRenderer };