WebGLRenderer.js 65.7 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, DoubleSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { Matrix4 } from '../math/Matrix4';
import { WebGLUniforms } from './webgl/WebGLUniforms';
import { UniformsUtils } from './shaders/UniformsUtils';
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/BoxBufferGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneBufferGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
import { WebGLLights } from './webgl/WebGLLights';
import { WebGLPrograms } from './webgl/WebGLPrograms';
import { WebGLObjects } from './webgl/WebGLObjects';
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';
import { Sphere } from '../math/Sphere';
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,
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	_depth = parameters.depth !== undefined ? parameters.depth : true,
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	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
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	var lights = [];
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	var opaqueObjects = [];
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	var opaqueObjectsLastIndex = - 1;
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	var transparentObjects = [];
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	var transparentObjectsLastIndex = - 1;
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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,

	// internal state cache

	_currentProgram = null,
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	_currentRenderTarget = null,
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	_currentFramebuffer = null,
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	_currentMaterialId = - 1,
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	_currentGeometryProgram = '',
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	_currentCamera = null,

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	_currentScissor = new Vector4(),
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	_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 ),
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	_clearAlpha = 0,

	_width = _canvas.width,
	_height = _canvas.height,

	_pixelRatio = 1,

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	_scissor = new Vector4( 0, 0, _width, _height ),
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	_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(),
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	_clippingEnabled = false,
	_localClippingEnabled = false,

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	_sphere = new Sphere(),
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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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	// light arrays cache

	_lights = {

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		hash: '',

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		ambient: [ 0, 0, 0 ],
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		directional: [],
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		directionalShadowMap: [],
		directionalShadowMatrix: [],
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		spot: [],
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		spotShadowMap: [],
		spotShadowMatrix: [],
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		point: [],
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		pointShadowMap: [],
		pointShadowMatrix: [],
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		hemi: [],

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		shadows: []
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	},

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	// info

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	_infoRender = {
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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: {

			geometries: 0,
			textures: 0

		},
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

		_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );

		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 );
	var properties = new WebGLProperties();
	var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info );
	var objects = new WebGLObjects( _gl, properties, this.info );
	var programCache = new WebGLPrograms( this, capabilities );
	var lightCache = new WebGLLights();
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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 backgroundCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
	var backgroundCamera2 = new PerspectiveCamera();
	var backgroundPlaneMesh = new Mesh(
		new PlaneBufferGeometry( 2, 2 ),
		new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
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	);
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	var backgroundBoxShader = ShaderLib[ 'cube' ];
	var backgroundBoxMesh = new Mesh(
		new BoxBufferGeometry( 5, 5, 5 ),
		new ShaderMaterial( {
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			uniforms: backgroundBoxShader.uniforms,
			vertexShader: backgroundBoxShader.vertexShader,
			fragmentShader: backgroundBoxShader.fragmentShader,
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			side: BackSide,
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			depthTest: false,
			depthWrite: false,
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			fog: false
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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 glClearColor( r, g, b, a ) {
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		if ( _premultipliedAlpha === true ) {

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			r *= a; g *= a; b *= a;
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		}

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		state.clearColor( r, g, b, a );
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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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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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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 () {

		extensions.get( 'WEBGL_lose_context' ).loseContext();

	};

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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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		state.viewport( _viewport.set( x, y, width, height ) );
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	};

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	this.setScissor = function ( x, y, width, height ) {
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		state.scissor( _scissor.set( x, y, width, height ) );
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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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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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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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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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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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		transparentObjects = [];
		transparentObjectsLastIndex = -1;
		opaqueObjects = [];
		opaqueObjectsLastIndex = -1;

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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.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 );

		properties.delete( 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

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

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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
618

619
		var attributes = program.getAttributes();
620

M
Mr.doob 已提交
621 622
		if ( object.hasPositions ) {

623
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
624
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
625

626 627
			state.enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
628 629 630 631 632

		}

		if ( object.hasNormals ) {

633
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
634

635 636 637
			if ( ! material.isMeshPhongMaterial &&
			     ! material.isMeshStandardMaterial &&
			       material.shading === FlatShading ) {
M
Mr.doob 已提交
638

639
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
640

641
					var array = object.normalArray;
M
Mr.doob 已提交
642

643 644 645
					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
646

647 648 649
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
650

651 652 653
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
654

655 656 657
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
658 659 660 661 662 663

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
664

665
			state.enableAttribute( attributes.normal );
666

667
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
668 669 670 671 672

		}

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

673
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
674
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
675

676
			state.enableAttribute( attributes.uv );
677

678
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
679 680 681

		}

R
Rich Harris 已提交
682
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
683

684
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
685
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
686

687
			state.enableAttribute( attributes.color );
688

689
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
690 691 692

		}

693
		state.disableUnusedAttributes();
694

M
Mr.doob 已提交
695 696 697 698 699 700
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

701
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
702

M
Mr.doob 已提交
703 704
		setMaterial( material );

705
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
706

M
Mr.doob 已提交
707 708
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
M
Mr.doob 已提交
709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

			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
Mr.doob 已提交
733 734 735 736 737 738 739

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

740 741
			var morphAttributes = geometry.morphAttributes;

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

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

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

749
					var index = influence[ 1 ];
M
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;

			}

T
tschw 已提交
769 770
			program.getUniforms().setValue(
					_gl, 'morphTargetInfluences', morphInfluences );
M
Mr.doob 已提交
771 772 773 774 775

			updateBuffers = true;

		}

776 777
		//

778
		var index = geometry.index;
779
		var position = geometry.attributes.position;
780
		var rangeFactor = 1;
781

782 783
		if ( material.wireframe === true ) {

784
			index = objects.getWireframeAttribute( geometry );
785
			rangeFactor = 2;
786 787 788

		}

789 790
		var renderer;

791
		if ( index !== null ) {
792

793 794
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
795

796
		} else {
797

798
			renderer = bufferRenderer;
799

800
		}
M
Mr.doob 已提交
801

802
		if ( updateBuffers ) {
M
Mr.doob 已提交
803

804
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
805

806
			if ( index !== null ) {
807

808
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
809 810 811

			}

812
		}
813

814 815
		//

816
		var dataCount = 0;
817

M
Mr.doob 已提交
818
		if ( index !== null ) {
819

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

M
Mr.doob 已提交
822
		} else if ( position !== undefined ) {
823

M
Mr.doob 已提交
824
			dataCount = position.count;
825

M
Mr.doob 已提交
826
		}
827

M
Mr.doob 已提交
828 829
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
830

M
Mr.doob 已提交
831 832
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
833

M
Mr.doob 已提交
834 835
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
836 837 838

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

839 840
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
841
		//
842

843
		if ( object.isMesh ) {
844

845
			if ( material.wireframe === true ) {
846

847
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
848
				renderer.setMode( _gl.LINES );
849

850
			} else {
M
Mr.doob 已提交
851 852

				switch ( object.drawMode ) {
853

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

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

R
Rich Harris 已提交
862
					case TriangleFanDrawMode:
B
Ben Adams 已提交
863 864 865 866
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
867

868
			}
869

870

871
		} else if ( object.isLine ) {
872

873
			var lineWidth = material.linewidth;
874

875
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
876

877
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
878

879
			if ( object.isLineSegments ) {
880

881
				renderer.setMode( _gl.LINES );
882

883
			} else {
884

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

			}
M
Mr.doob 已提交
888

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

			renderer.setMode( _gl.POINTS );
892 893

		}
894

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

			if ( geometry.maxInstancedCount > 0 ) {

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

J
jfranc 已提交
901
			}
902 903 904

		} else {

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

M
Mr.doob 已提交
907 908 909 910
		}

	};

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

M
Mr.doob 已提交
913
		var extension;
B
Ben Adams 已提交
914

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

M
Mr.doob 已提交
917
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
918

M
Mr.doob 已提交
919
			if ( extension === null ) {
B
Ben Adams 已提交
920

921
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
922
				return;
B
Ben Adams 已提交
923

M
Mr.doob 已提交
924 925 926
			}

		}
B
Ben Adams 已提交
927

928 929
		if ( startIndex === undefined ) startIndex = 0;

930 931
		state.initAttributes();

932
		var geometryAttributes = geometry.attributes;
933

934
		var programAttributes = program.getAttributes();
935

936
		var materialDefaultAttributeValues = material.defaultAttributeValues;
937

938
		for ( var name in programAttributes ) {
939

940
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
941

M
Mr.doob 已提交
942
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
943

944
				var geometryAttribute = geometryAttributes[ name ];
945

M
Mr.doob 已提交
946
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
947

948
					var type = _gl.FLOAT;
949
					var array = geometryAttribute.array;
950 951
					var normalized = geometryAttribute.normalized;

952 953
					if ( array instanceof Float32Array ) {

954
						type = _gl.FLOAT;
955 956 957

					} else if ( array instanceof Float64Array ) {

T
Takahiro 已提交
958
						console.warn( "Unsupported data buffer format: Float64Array" );
959 960 961

					} else if ( array instanceof Uint16Array ) {

962 963
						type = _gl.UNSIGNED_SHORT;

964 965
					} else if ( array instanceof Int16Array ) {

966
						type = _gl.SHORT;
967 968 969

					} else if ( array instanceof Uint32Array ) {

970
						type = _gl.UNSIGNED_INT;
971 972 973

					} else if ( array instanceof Int32Array ) {

974
						type = _gl.INT;
975 976 977

					} else if ( array instanceof Int8Array ) {

978
						type = _gl.BYTE;
979 980 981

					} else if ( array instanceof Uint8Array ) {

982
						type = _gl.UNSIGNED_BYTE;
983 984

					}
985

986
					var size = geometryAttribute.itemSize;
G
gero3 已提交
987
					var buffer = objects.getAttributeBuffer( geometryAttribute );
988

T
Takahiro 已提交
989
					if ( geometryAttribute && geometryAttribute.isInterleavedBufferAttribute ) {
990

M
Mr.doob 已提交
991 992 993 994
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
995
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
996

M
Mr.doob 已提交
997
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
998

M
Mr.doob 已提交
999
							if ( geometry.maxInstancedCount === undefined ) {
1000

D
dubejf 已提交
1001
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
1002

M
Mr.doob 已提交
1003
							}
B
Ben Adams 已提交
1004

M
Mr.doob 已提交
1005
						} else {
B
Ben Adams 已提交
1006

M
Mr.doob 已提交
1007
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
1008

M
Mr.doob 已提交
1009
						}
B
Ben Adams 已提交
1010

M
Mr.doob 已提交
1011
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1012
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
B
Ben Adams 已提交
1013

M
Mr.doob 已提交
1014
					} else {
B
Ben Adams 已提交
1015

T
Takahiro 已提交
1016
						if ( geometryAttribute && geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
1017

M
Mr.doob 已提交
1018
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
1019

M
Mr.doob 已提交
1020
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
1021

D
dubejf 已提交
1022
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
1023

M
Mr.doob 已提交
1024
							}
B
Ben Adams 已提交
1025

M
Mr.doob 已提交
1026 1027 1028 1029
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
1030
						}
B
Ben Adams 已提交
1031

M
Mr.doob 已提交
1032
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
1033
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * geometryAttribute.array.BYTES_PER_ELEMENT );
M
Mr.doob 已提交
1034

B
Ben Adams 已提交
1035
					}
M
Mr.doob 已提交
1036

1037 1038
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
1039
					var value = materialDefaultAttributeValues[ name ];
1040

1041
					if ( value !== undefined ) {
M
Mr.doob 已提交
1042

1043
						switch ( value.length ) {
M
Mr.doob 已提交
1044

1045 1046 1047
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1048

1049 1050 1051
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1052

1053 1054 1055
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1056

1057 1058
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1059 1060

						}
M
Mr.doob 已提交
1061 1062 1063 1064 1065 1066 1067 1068

					}

				}

			}

		}
1069

1070
		state.disableUnusedAttributes();
1071

M
Mr.doob 已提交
1072 1073
	}

M
Mr.doob 已提交
1074 1075
	// Sorting

1076
	function absNumericalSort( a, b ) {
1077

1078
		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
1079 1080 1081

	}

M
Mr.doob 已提交
1082
	function painterSortStable( a, b ) {
M
Mr.doob 已提交
1083

U
unconed 已提交
1084
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1085

U
unconed 已提交
1086
			return a.object.renderOrder - b.object.renderOrder;
1087

1088 1089 1090 1091
		} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {

			return a.material.program.id - b.material.program.id;

M
Mr.doob 已提交
1092
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1093

M
Mr.doob 已提交
1094
			return a.material.id - b.material.id;
1095 1096

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1097

M
Mr.doob 已提交
1098
			return a.z - b.z;
M
Mr.doob 已提交
1099 1100 1101

		} else {

1102
			return a.id - b.id;
M
Mr.doob 已提交
1103 1104 1105

		}

1106
	}
M
Mr.doob 已提交
1107

M
Mr.doob 已提交
1108
	function reversePainterSortStable( a, b ) {
1109

U
unconed 已提交
1110
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1111

U
unconed 已提交
1112
			return a.object.renderOrder - b.object.renderOrder;
1113 1114

		} if ( a.z !== b.z ) {
1115

M
Mr.doob 已提交
1116
			return b.z - a.z;
1117 1118 1119 1120 1121 1122 1123

		} else {

			return a.id - b.id;

		}

1124
	}
1125

M
Mr.doob 已提交
1126 1127 1128 1129
	// Rendering

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

1130
		if ( camera !== undefined && camera.isCamera !== true ) {
M
Mr.doob 已提交
1131

1132
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1133 1134 1135 1136
			return;

		}

M
Mr.doob 已提交
1137
		var fog = scene.fog;
M
Mr.doob 已提交
1138 1139 1140

		// reset caching for this frame

1141
		_currentGeometryProgram = '';
1142
		_currentMaterialId = - 1;
1143
		_currentCamera = null;
M
Mr.doob 已提交
1144 1145 1146

		// update scene graph

1147
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1148 1149 1150

		// update camera matrices and frustum

1151
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1152 1153 1154 1155 1156 1157

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1158
		lights.length = 0;
1159

M
Mr.doob 已提交
1160 1161
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1162

M
Mr.doob 已提交
1163 1164 1165
		sprites.length = 0;
		lensFlares.length = 0;

T
tschw 已提交
1166
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1167
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1168

1169
		projectObject( scene, camera );
M
Mr.doob 已提交
1170

1171 1172 1173
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1174
		if ( _this.sortObjects === true ) {
1175 1176 1177

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1178

1179 1180
		}

M
Mr.doob 已提交
1181
		//
M
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1182

T
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1183
		if ( _clippingEnabled ) _clipping.beginShadows();
T
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1184

1185 1186
		setupShadows( lights );

M
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1187
		shadowMap.render( scene, camera );
M
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1188

1189 1190
		setupLights( lights, camera );

T
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1191
		if ( _clippingEnabled ) _clipping.endShadows();
T
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1192

M
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1193 1194
		//

1195 1196 1197 1198
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
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1199

1200 1201 1202 1203 1204 1205
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
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1206 1207
		this.setRenderTarget( renderTarget );

M
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1208 1209 1210 1211 1212 1213 1214 1215
		//

		var background = scene.background;

		if ( background === null ) {

			glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

T
Takahiro 已提交
1216
		} else if ( background && background.isColor ) {
1217 1218

			glClearColor( background.r, background.g, background.b, 1 );
1219
			forceClear = true;
1220 1221 1222 1223 1224 1225 1226 1227 1228

		}

		if ( this.autoClear || forceClear ) {

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

		}

T
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1229
		if ( background && background.isCubeTexture ) {
M
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1230

1231
			backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
M
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1232 1233 1234 1235 1236 1237 1238

			backgroundCamera2.matrixWorld.extractRotation( camera.matrixWorld );
			backgroundCamera2.matrixWorldInverse.getInverse( backgroundCamera2.matrixWorld );

			backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
			backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundCamera2.matrixWorldInverse, backgroundBoxMesh.matrixWorld );

1239 1240
			objects.update( backgroundBoxMesh );

M
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1241 1242
			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

T
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1243
		} else if ( background && background.isTexture ) {
M
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1244 1245 1246

			backgroundPlaneMesh.material.map = background;

1247 1248
			objects.update( backgroundPlaneMesh );

M
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1249 1250
			_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

M
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1251 1252
		}

1253
		//
M
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1254 1255 1256

		if ( scene.overrideMaterial ) {

1257
			var overrideMaterial = scene.overrideMaterial;
M
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1258

1259 1260
			renderObjects( opaqueObjects, camera, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, fog, overrideMaterial );
1261

M
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1262 1263 1264 1265
		} else {

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

R
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1266
			state.setBlending( NoBlending );
1267
			renderObjects( opaqueObjects, camera, fog );
M
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1268 1269 1270

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

1271
			renderObjects( transparentObjects, camera, fog );
M
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1272 1273 1274 1275 1276

		}

		// custom render plugins (post pass)

M
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1277
		spritePlugin.render( scene, camera );
1278
		lensFlarePlugin.render( scene, camera, _currentViewport );
M
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1279 1280 1281

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

M
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1282 1283
		if ( renderTarget ) {

1284
			textures.updateRenderTargetMipmap( renderTarget );
M
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1285 1286 1287

		}

1288
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1289

M
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1290 1291
		state.setDepthTest( true );
		state.setDepthWrite( true );
1292
		state.setColorWrite( true );
M
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1293 1294 1295 1296

		// _gl.finish();

	};
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1297

M
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1298 1299
	function pushRenderItem( object, geometry, material, z, group ) {

1300
		var array, index;
M
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1301

1302
		// allocate the next position in the appropriate array
M
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1303 1304 1305

		if ( material.transparent ) {

1306 1307
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
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1308 1309 1310

		} else {

1311 1312 1313 1314 1315
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1316 1317
		// recycle existing render item or grow the array

1318 1319 1320 1321 1322 1323 1324 1325 1326 1327
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
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1328 1329 1330

		} else {

1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
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1342 1343 1344 1345 1346

		}

	}

M
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1347 1348
	// TODO Duplicated code (Frustum)

T
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1349 1350 1351 1352 1353 1354 1355
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
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1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373
		_sphere.copy( geometry.boundingSphere ).
			applyMatrix4( object.matrixWorld );

		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
1374 1375

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1376 1377 1378 1379

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391

		var planes = _this.clippingPlanes,

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

		do {

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

T
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1392
		} while ( ++ i !== numPlanes );
T
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1393 1394 1395 1396 1397

		return true;

	}

1398
	function projectObject( object, camera ) {
M
Mr.doob 已提交
1399

M
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1400
		if ( object.visible === false ) return;
M
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1401

1402
		var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
M
Mr.doob 已提交
1403

1404 1405 1406
		if ( visible ) {

			if ( object.isLight ) {
M
Mr.doob 已提交
1407

1408
				lights.push( object );
M
Mr.doob 已提交
1409

1410
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1411

M
Mr.doob 已提交
1412
				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
1413 1414 1415 1416

					sprites.push( object );

				}
M
Mr.doob 已提交
1417

1418
			} else if ( object.isLensFlare ) {
M
Mr.doob 已提交
1419

1420
				lensFlares.push( object );
M
Mr.doob 已提交
1421

1422
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1423

1424
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1425

1426 1427
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1428

1429
				}
1430

1431
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
Mr.doob 已提交
1432

1433
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
M
Mr.doob 已提交
1434

1435
				if ( object.isSkinnedMesh ) {
M
Mr.doob 已提交
1436

1437
					object.skeleton.update();
1438

1439
				}
1440

T
tschw 已提交
1441
				if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
1442

1443
					var material = object.material;
1444

1445
					if ( material.visible === true ) {
M
Mr.doob 已提交
1446

1447
						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1448

1449 1450 1451 1452
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
Mr.doob 已提交
1453

1454
						var geometry = objects.update( object );
M
Mr.doob 已提交
1455

1456
						if ( material.isMultiMaterial ) {
1457

1458 1459
							var groups = geometry.groups;
							var materials = material.materials;
1460

1461
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1462

1463 1464
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1465

1466
								if ( groupMaterial.visible === true ) {
1467

1468 1469 1470
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1471

M
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1472
							}
M
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1473

1474
						} else {
M
Mr.doob 已提交
1475

1476
							pushRenderItem( object, geometry, material, _vector3.z, null );
1477

1478
						}
O
OpenShift guest 已提交
1479

1480
					}
M
Mr.doob 已提交
1481

1482
				}
M
Mr.doob 已提交
1483

1484
			}
M
Mr.doob 已提交
1485

M
Mr.doob 已提交
1486
		}
M
Mr.doob 已提交
1487

M
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1488
		var children = object.children;
M
Mr.doob 已提交
1489

M
Mr.doob 已提交
1490 1491
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1492
			projectObject( children[ i ], camera );
M
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1493

1494
		}
1495

1496
	}
M
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1497

1498
	function renderObjects( renderList, camera, fog, overrideMaterial ) {
M
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1499

M
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1500
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1501

1502
			var renderItem = renderList[ i ];
M
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1503

1504
			var object = renderItem.object;
M
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1505 1506 1507
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1508

1509 1510
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1511

1512
			if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1513

M
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1514
				setMaterial( material );
M
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1515

1516
				var program = setProgram( camera, fog, material, object );
M
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1517

M
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1518
				_currentGeometryProgram = '';
M
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1519

M
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1520
				object.render( function ( object ) {
M
Mr.doob 已提交
1521

M
Mr.doob 已提交
1522
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1523

M
Mr.doob 已提交
1524
				} );
1525

M
Mr.doob 已提交
1526
			} else {
M
Mr.doob 已提交
1527

1528 1529
				if ( object.onBeforeRender !== null ) object.onBeforeRender();

1530
				_this.renderBufferDirect( camera, fog, geometry, material, object, group );
M
Mr.doob 已提交
1531

M
Mr.doob 已提交
1532
			}
M
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1533

1534
		}
M
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1535

1536
	}
G
gero3 已提交
1537

1538
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1539

1540
		var materialProperties = properties.get( material );
G
gero3 已提交
1541

T
tschw 已提交
1542
		var parameters = programCache.getParameters(
T
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1543
				material, _lights, fog, _clipping.numPlanes, object );
T
tschw 已提交
1544

G
gero3 已提交
1545
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1546

1547
		var program = materialProperties.program;
T
tschw 已提交
1548
		var programChange = true;
1549

1550
		if ( program === undefined ) {
B
Ben Adams 已提交
1551

M
Mr.doob 已提交
1552 1553
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1554

1555
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1556

M
Mr.doob 已提交
1557
			// changed glsl or parameters
1558
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1559

G
gero3 已提交
1560
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1561

T
tschw 已提交
1562
			// same glsl and uniform list
T
tschw 已提交
1563 1564
			return;

T
tschw 已提交
1565
		} else {
B
Ben Adams 已提交
1566

T
tschw 已提交
1567 1568
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1569 1570 1571

		}

1572
		if ( programChange ) {
B
Ben Adams 已提交
1573

1574
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1575

R
Rich Harris 已提交
1576
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1577

1578 1579
				materialProperties.__webglShader = {
					name: material.type,
R
Rich Harris 已提交
1580
					uniforms: UniformsUtils.clone( shader.uniforms ),
1581 1582 1583
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1584

1585
			} else {
B
Ben Adams 已提交
1586

1587 1588 1589 1590 1591 1592
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1593

1594
			}
G
gero3 已提交
1595

1596
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1597

1598
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1599

1600 1601
			materialProperties.program = program;
			material.program = program;
1602 1603 1604

		}

1605
		var attributes = program.getAttributes();
M
Mr.doob 已提交
1606 1607 1608 1609 1610

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1611
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1612

M
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1613
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1627
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1628

M
Mr.doob 已提交
1629
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1630 1631 1632 1633 1634 1635 1636 1637 1638

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1639 1640
		var uniforms = materialProperties.__webglShader.uniforms;

1641
		if ( ! material.isShaderMaterial &&
1642
		     ! material.isRawShaderMaterial ||
1643
		       material.clipping === true ) {
T
tschw 已提交
1644

T
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1645 1646
			materialProperties.numClippingPlanes = _clipping.numPlanes;
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1647 1648 1649

		}

1650
		materialProperties.fog = fog;
1651

1652
		// store the light setup it was created for
1653

1654
		materialProperties.lightsHash = _lights.hash;
1655

M
Mr.doob 已提交
1656
		if ( material.lights ) {
1657 1658 1659 1660 1661 1662

			// 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;
M
Mr.doob 已提交
1663
			uniforms.pointLights.value = _lights.point;
1664 1665
			uniforms.hemisphereLights.value = _lights.hemi;

1666 1667 1668 1669 1670 1671
			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;
1672

1673 1674
		}

T
tschw 已提交
1675 1676
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
R
Rich Harris 已提交
1677
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1678

T
tschw 已提交
1679
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1680

M
Mr.doob 已提交
1681
	}
M
Mr.doob 已提交
1682

1683 1684
	function setMaterial( material ) {

M
Mr.doob 已提交
1685 1686 1687
		material.side === DoubleSide
			? state.disable( _gl.CULL_FACE )
			: state.enable( _gl.CULL_FACE );
T
tschw 已提交
1688

R
Rich Harris 已提交
1689
		state.setFlipSided( material.side === BackSide );
M
Mr.doob 已提交
1690

M
Mr.doob 已提交
1691 1692 1693
		material.transparent === true
			? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
			: state.setBlending( NoBlending );
1694

B
Ben Adams 已提交
1695
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1696 1697
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1698
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1699
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1700 1701 1702

	}

1703
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1704 1705 1706

		_usedTextureUnits = 0;

1707
		var materialProperties = properties.get( material );
1708

T
tschw 已提交
1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719
		if ( _clippingEnabled ) {

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

				var useCache =
						camera === _currentCamera &&
						material.id === _currentMaterialId;

				// 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
1720
				_clipping.setState(
T
tschw 已提交
1721 1722 1723 1724 1725 1726 1727
						material.clippingPlanes, material.clipShadows,
						camera, materialProperties, useCache );

			}

		}

1728
		if ( material.needsUpdate === false ) {
1729

1730
			if ( materialProperties.program === undefined ) {
1731

1732
				material.needsUpdate = true;
1733

1734
			} else if ( material.fog && materialProperties.fog !== fog ) {
1735

M
Mr.doob 已提交
1736
				material.needsUpdate = true;
1737

1738
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1739

1740
				material.needsUpdate = true;
1741

1742 1743 1744 1745 1746
			} else if ( materialProperties.numClippingPlanes !== undefined &&
				materialProperties.numClippingPlanes !== _clipping.numPlanes ) {

				material.needsUpdate = true;

1747
			}
1748 1749 1750 1751

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1752

1753
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1754 1755 1756 1757
			material.needsUpdate = false;

		}

1758
		var refreshProgram = false;
M
Mr.doob 已提交
1759
		var refreshMaterial = false;
1760
		var refreshLights = false;
M
Mr.doob 已提交
1761

1762
		var program = materialProperties.program,
1763
			p_uniforms = program.getUniforms(),
1764
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1765

1766
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1767

1768 1769
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1770

1771
			refreshProgram = true;
M
Mr.doob 已提交
1772
			refreshMaterial = true;
1773
			refreshLights = true;
M
Mr.doob 已提交
1774 1775 1776 1777 1778 1779

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1780

M
Mr.doob 已提交
1781 1782 1783 1784
			refreshMaterial = true;

		}

1785
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1786

T
tschw 已提交
1787
			p_uniforms.set( _gl, camera, 'projectionMatrix' );
M
Mr.doob 已提交
1788

G
gero3 已提交
1789
			if ( capabilities.logarithmicDepthBuffer ) {
1790

T
tschw 已提交
1791 1792
				p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1793 1794 1795 1796

			}


1797 1798 1799 1800 1801 1802 1803 1804 1805
			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
1806
				refreshLights = true;		// remains set until update done
1807 1808

			}
M
Mr.doob 已提交
1809

1810 1811 1812
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1813 1814 1815 1816
			if ( material.isShaderMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.envMap ) {
1817

T
tschw 已提交
1818 1819 1820
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1821

T
tschw 已提交
1822 1823
					uCamPos.setValue( _gl,
							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1824 1825 1826 1827 1828

				}

			}

1829 1830 1831 1832 1833 1834
			if ( material.isMeshPhongMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshBasicMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isShaderMaterial ||
			     material.skinning ) {
1835

T
tschw 已提交
1836
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1837 1838 1839

			}

T
tschw 已提交
1840 1841
			p_uniforms.set( _gl, _this, 'toneMappingExposure' );
			p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
M
Mr.doob 已提交
1842

M
Mr.doob 已提交
1843 1844 1845 1846 1847 1848 1849 1850
		}

		// 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

		if ( material.skinning ) {

T
tschw 已提交
1851 1852
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1853

T
tschw 已提交
1854
			var skeleton = object.skeleton;
1855

T
tschw 已提交
1856
			if ( skeleton ) {
1857

T
tschw 已提交
1858
				if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1859

T
tschw 已提交
1860 1861 1862
					p_uniforms.set( _gl, skeleton, 'boneTexture' );
					p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
					p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
M
Mr.doob 已提交
1863

T
tschw 已提交
1864
				} else {
M
Mr.doob 已提交
1865

T
tschw 已提交
1866
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1867 1868 1869 1870 1871 1872 1873 1874 1875

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1876
			if ( material.lights ) {
M
Mr.doob 已提交
1877

1878
				// the current material requires lighting info
M
Mr.doob 已提交
1879

T
tschw 已提交
1880 1881 1882 1883 1884 1885
				// 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
1886

T
tschw 已提交
1887
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1888

T
tschw 已提交
1889
			}
G
gero3 已提交
1890

T
tschw 已提交
1891
			// refresh uniforms common to several materials
G
gero3 已提交
1892

T
tschw 已提交
1893
			if ( fog && material.fog ) {
G
gero3 已提交
1894

T
tschw 已提交
1895
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1896 1897 1898

			}

1899 1900 1901 1902 1903
			if ( material.isMeshBasicMaterial ||
			     material.isMeshLambertMaterial ||
			     material.isMeshPhongMaterial ||
			     material.isMeshStandardMaterial ||
			     material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1904 1905 1906 1907 1908 1909 1910

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1911
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1912 1913 1914

				refreshUniformsLine( m_uniforms, material );

1915
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1916 1917 1918 1919

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

1920
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1921

M
Mr.doob 已提交
1922
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1923

1924
			} else if ( material.isMeshLambertMaterial ) {
1925 1926 1927

				refreshUniformsLambert( m_uniforms, material );

1928
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1929 1930 1931

				refreshUniformsPhong( m_uniforms, material );

1932
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1933 1934 1935

				refreshUniformsPhysical( m_uniforms, material );

1936
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1937

1938
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1939

1940
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1941

1942 1943 1944 1945 1946 1947 1948 1949
				if ( material.displacementMap ) {

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

				}

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

				m_uniforms.opacity.value = material.opacity;

			}

R
Rich Harris 已提交
1956
			WebGLUniforms.upload(
T
tschw 已提交
1957
					_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1958 1959 1960

		}

M
Mr.doob 已提交
1961

T
tschw 已提交
1962
		// common matrices
M
Mr.doob 已提交
1963

T
tschw 已提交
1964 1965 1966
		p_uniforms.set( _gl, object, 'modelViewMatrix' );
		p_uniforms.set( _gl, object, 'normalMatrix' );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1967

T
tschw 已提交
1968
		return program;
A
arose 已提交
1969 1970 1971

	}

M
Mr.doob 已提交
1972 1973
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1974
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1975 1976 1977

		uniforms.opacity.value = material.opacity;

1978
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1979

1980
		if ( material.emissive ) {
M
Mr.doob 已提交
1981

1982
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1983 1984 1985

		}

1986 1987 1988
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1989

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 2136 2137 2138 2139 2140 2141 2142

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2143
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2144

2145
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2146
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2147

2148 2149 2150 2151
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
2152

2153
		}
2154

2155
		if ( material.emissiveMap ) {
2156

2157
			uniforms.emissiveMap.value = material.emissiveMap;
2158

2159
		}
M
Mr.doob 已提交
2160

2161 2162 2163 2164
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2165

2166
		}
M
Mr.doob 已提交
2167

2168 2169 2170 2171 2172 2173
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2174

2175 2176 2177 2178 2179
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2180

2181
		}
2182 2183 2184

	}

M
Mr.doob 已提交
2185
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
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 2237 2238 2239 2240 2241 2242 2243 2244 2245

		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.lightMap ) {

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

		}

		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
2246
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2247

2248 2249 2250
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2251 2252 2253 2254
		refreshUniformsStandard( uniforms, material );

	}

2255 2256
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2257
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2258

M
Mr.doob 已提交
2259
		uniforms.ambientLightColor.needsUpdate = value;
2260

B
Ben Houston 已提交
2261 2262 2263 2264
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;
2265

M
Mr.doob 已提交
2266
	}
2267

T
tschw 已提交
2268
	// Lighting
M
Mr.doob 已提交
2269

M
Mr.doob 已提交
2270
	function setupShadows( lights ) {
2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

				_lights.shadows[ lightShadowsLength ++ ] = light;

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2290
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2291

B
brason 已提交
2292
		var l, ll, light,
M
Mr.doob 已提交
2293
		r = 0, g = 0, b = 0,
B
Ben Houston 已提交
2294
		color,
B
brason 已提交
2295
		intensity,
M
Mr.doob 已提交
2296
		distance,
2297
		shadowMap,
M
Mr.doob 已提交
2298

2299
		viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2300

M
Mr.doob 已提交
2301
		directionalLength = 0,
M
Mr.doob 已提交
2302 2303
		pointLength = 0,
		spotLength = 0,
2304
		hemiLength = 0;
M
Mr.doob 已提交
2305 2306 2307 2308 2309 2310 2311 2312 2313

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

			light = lights[ l ];

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

2314
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2315

2316
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2317

2318 2319 2320
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2321

2322
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2323

M
Mr.doob 已提交
2324
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2325

2326
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2327
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2328
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2329 2330 2331
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2332
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2333

2334
				if ( light.castShadow ) {
M
Mr.doob 已提交
2335

2336 2337 2338
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2339

2340 2341
				}

2342
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2343
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
2344
				_lights.directional[ directionalLength ++ ] = uniforms;
M
Mr.doob 已提交
2345

2346
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2347

M
Mr.doob 已提交
2348
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2349 2350 2351

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2352

M
Mr.doob 已提交
2353 2354 2355 2356 2357 2358 2359 2360
				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 );

2361 2362
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2363
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2364

2365
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2366

2367 2368
				if ( light.castShadow ) {

2369 2370 2371
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;
2372

2373 2374
				}

2375
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2376
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2377
				_lights.spot[ spotLength ++ ] = uniforms;
2378

2379
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2380

M
Mr.doob 已提交
2381
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2382

M
Mr.doob 已提交
2383 2384
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2385

M
Mr.doob 已提交
2386 2387
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2388 2389
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2390
				uniforms.shadow = light.castShadow;
2391

M
Mr.doob 已提交
2392
				if ( light.castShadow ) {
2393

2394 2395 2396 2397 2398
					uniforms.shadowBias = light.shadow.bias;
					uniforms.shadowRadius = light.shadow.radius;
					uniforms.shadowMapSize = light.shadow.mapSize;

				}
2399

2400
				_lights.pointShadowMap[ pointLength ] = shadowMap;
2401

2402 2403
				if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

R
Rich Harris 已提交
2404
					_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
2405

2406 2407
				}

2408 2409 2410 2411 2412
				// for point lights we set the shadow matrix to be a translation-only matrix
				// equal to inverse of the light's position
				_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
				_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );

M
Mr.doob 已提交
2413
				_lights.point[ pointLength ++ ] = uniforms;
2414

2415
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2416

M
Mr.doob 已提交
2417
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2418 2419 2420 2421

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2422

M
Mr.doob 已提交
2423 2424
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2425

M
Mr.doob 已提交
2426
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2427 2428 2429 2430 2431

			}

		}

M
Mr.doob 已提交
2432 2433 2434
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2435

M
Mr.doob 已提交
2436 2437
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2438
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2439
		_lights.hemi.length = hemiLength;
2440

2441
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length;
2442

M
Mr.doob 已提交
2443
	}
M
Mr.doob 已提交
2444 2445 2446 2447 2448

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2449
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2450
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2451 2452 2453 2454 2455

	};

	// Textures

T
tschw 已提交
2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2472
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2473

2474
	// this.setTexture2D = setTexture2D;
2475
	this.setTexture2D = ( function() {
T
tschw 已提交
2476

2477
		var warned = false;
T
tschw 已提交
2478

2479
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2480
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2481

T
Takahiro 已提交
2482
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2483

2484
				if ( ! warned ) {
T
tschw 已提交
2485

2486 2487
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2488

2489
				}
T
tschw 已提交
2490

2491
				texture = texture.texture;
T
tschw 已提交
2492

2493
			}
T
tschw 已提交
2494

2495
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2496

2497
		};
T
tschw 已提交
2498

2499
	}() );
T
tschw 已提交
2500

2501 2502 2503 2504
	this.setTexture = ( function() {

		var warned = false;

W
WestLangley 已提交
2505
		return function setTexture( texture, slot ) {
2506 2507 2508 2509 2510 2511 2512 2513

			if ( ! warned ) {

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

			}

2514
			textures.setTexture2D( texture, slot );
2515 2516 2517 2518 2519 2520 2521 2522 2523

		};

	}() );

	this.setTextureCube = ( function() {

		var warned = false;

W
WestLangley 已提交
2524
		return function setTextureCube( texture, slot ) {
2525 2526

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2527
			if ( texture && texture.isWebGLRenderTargetCube ) {
2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541

				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
2542
			if ( ( texture && texture.isCubeTexture ) ||
2543 2544 2545 2546 2547
				 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2548
				textures.setTextureCube( texture, slot );
2549 2550 2551 2552 2553

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2554
				textures.setTextureCubeDynamic( texture, slot );
2555 2556 2557 2558 2559 2560

			}

		};

	}() );
T
tschw 已提交
2561

2562 2563 2564 2565
	this.getCurrentRenderTarget = function() {

		return _currentRenderTarget;

M
Michael Herzog 已提交
2566
	};
2567

2568
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2569

2570 2571
		_currentRenderTarget = renderTarget;

2572
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2573

2574
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2575 2576 2577

		}

T
Takahiro 已提交
2578
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2579
		var framebuffer;
M
Mr.doob 已提交
2580 2581 2582

		if ( renderTarget ) {

2583
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2584

M
Mr.doob 已提交
2585 2586
			if ( isCube ) {

2587
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2588 2589 2590

			} else {

2591
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2592 2593 2594

			}

2595 2596
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2597

2598
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2599 2600 2601 2602 2603

		} else {

			framebuffer = null;

2604
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2605
			_currentScissorTest = _scissorTest;
2606

2607
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2608 2609 2610

		}

M
Mr.doob 已提交
2611
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2612 2613 2614 2615 2616 2617

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

		}

2618 2619
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2620

2621
		state.viewport( _currentViewport );
2622

M
Mr.doob 已提交
2623 2624 2625
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2626
			_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
2627 2628 2629

		}

M
Mr.doob 已提交
2630 2631
	};

M
Mr.doob 已提交
2632
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2633

T
Takahiro 已提交
2634
		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
2635

2636
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2637
			return;
2638

G
gero3 已提交
2639
		}
2640

M
Mr.doob 已提交
2641
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2642

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

G
gero3 已提交
2645
			var restore = false;
2646

M
Mr.doob 已提交
2647
			if ( framebuffer !== _currentFramebuffer ) {
2648

M
Mr.doob 已提交
2649
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2650

G
gero3 已提交
2651
				restore = true;
2652

G
gero3 已提交
2653
			}
2654

M
Mr.doob 已提交
2655
			try {
2656

M
Mr.doob 已提交
2657
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2658 2659
				var textureFormat = texture.format;
				var textureType = texture.type;
2660

M
Mr.doob 已提交
2661
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2662

M
Mr.doob 已提交
2663 2664
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2665

M
Mr.doob 已提交
2666
				}
2667

M
Mr.doob 已提交
2668 2669 2670
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
				     ! ( 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' ) ) ) {
2671

M
Mr.doob 已提交
2672 2673
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2674

M
Mr.doob 已提交
2675
				}
2676

M
Mr.doob 已提交
2677
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2678

2679 2680
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2681
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2682

M
Mr.doob 已提交
2683
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2684 2685

					}
2686

M
Mr.doob 已提交
2687
				} else {
M
Mr.doob 已提交
2688

M
Mr.doob 已提交
2689 2690 2691
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2692

M
Mr.doob 已提交
2693
			} finally {
M
Mr.doob 已提交
2694

M
Mr.doob 已提交
2695 2696 2697
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2698

M
Mr.doob 已提交
2699 2700 2701
				}

			}
M
Mr.doob 已提交
2702 2703 2704

		}

M
Mr.doob 已提交
2705 2706
	};

M
Mr.doob 已提交
2707 2708
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2709
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2710

2711 2712
		var extension;

R
Rich Harris 已提交
2713 2714 2715
		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
2716

R
Rich Harris 已提交
2717 2718 2719
		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
2720

R
Rich Harris 已提交
2721 2722 2723
		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
2724

R
Rich Harris 已提交
2725 2726 2727 2728
		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
2729

R
Rich Harris 已提交
2730 2731 2732 2733 2734 2735
		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
M
Mr.doob 已提交
2736

2737 2738 2739 2740
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

R
Rich Harris 已提交
2741
			if ( p === HalfFloatType ) return extension.HALF_FLOAT_OES;
2742 2743 2744

		}

R
Rich Harris 已提交
2745 2746 2747 2748 2749 2750
		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;
2751
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
M
Mr.doob 已提交
2752

R
Rich Harris 已提交
2753 2754 2755
		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
M
Mr.doob 已提交
2756

R
Rich Harris 已提交
2757 2758 2759 2760 2761 2762 2763 2764
		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
M
Mr.doob 已提交
2765

R
Rich Harris 已提交
2766 2767 2768
		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
2769

2770
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
2771

2772 2773
		if ( extension !== null ) {

R
Rich Harris 已提交
2774 2775 2776 2777
			if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
M
Mr.doob 已提交
2778 2779 2780

		}

2781 2782 2783
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
2784

R
Rich Harris 已提交
2785 2786 2787 2788
			if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
P
Pierre Lepers 已提交
2789 2790 2791

		}

2792 2793 2794 2795
		extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

		if ( extension !== null ) {

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			if ( p === RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
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		}

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		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
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			if ( p === MinEquation ) return extension.MIN_EXT;
			if ( p === MaxEquation ) return extension.MAX_EXT;
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		}

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		extension = extensions.get( 'WEBGL_depth_texture' );

		if ( extension !== null ){

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			if ( p === UnsignedInt248Type ) 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 };