WebGLRenderer.js 68.9 KB
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import { REVISION, MaxEquation, MinEquation, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, FrontFaceDirectionCW, NoBlending, BackSide, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, FlatShading, LinearToneMapping } from '../constants';
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import { _Math } from '../math/Math';
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import { Matrix4 } from '../math/Matrix4';
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import { DataTexture } from '../textures/DataTexture';
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import { WebGLUniforms } from './webgl/WebGLUniforms';
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import { UniformsLib } from './shaders/UniformsLib';
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import { UniformsUtils } from './shaders/UniformsUtils';
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import { ShaderLib } from './shaders/ShaderLib';
import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
import { SpritePlugin } from './webgl/plugins/SpritePlugin';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { ShaderMaterial } from '../materials/ShaderMaterial';
import { Mesh } from '../objects/Mesh';
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import { BoxBufferGeometry } from '../geometries/BoxGeometry';
import { PlaneBufferGeometry } from '../geometries/PlaneGeometry';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
import { OrthographicCamera } from '../cameras/OrthographicCamera';
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import { WebGLAttributes } from './webgl/WebGLAttributes';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer';
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import { WebGLGeometries } from './webgl/WebGLGeometries';
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import { WebGLLights } from './webgl/WebGLLights';
import { WebGLObjects } from './webgl/WebGLObjects';
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import { WebGLPrograms } from './webgl/WebGLPrograms';
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import { WebGLTextures } from './webgl/WebGLTextures';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLState } from './webgl/WebGLState';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { BufferGeometry } from '../core/BufferGeometry';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { Vector3 } from '../math/Vector3';
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// import { Sphere } from '../math/Sphere';
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import { WebGLClipping } from './webgl/WebGLClipping';
import { Frustum } from '../math/Frustum';
import { Vector4 } from '../math/Vector4';
import { Color } from '../math/Color';

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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

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

	var _gl;

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	try {

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

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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

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

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

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		BufferGeometry.MaxIndex = 4294967296;
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	}

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

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

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

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	function getTargetPixelRatio() {

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

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

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	// Reset

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

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		renderLists.dispose();

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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

601
		state.initAttributes();
602

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

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

610
		var programAttributes = program.getAttributes();
611

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612 613
		if ( object.hasPositions ) {

614
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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615
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
616

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

		}

		if ( object.hasNormals ) {

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

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

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

633
					var array = object.normalArray;
M
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634

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

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

643 644 645
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
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Mr.doob 已提交
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647 648 649
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
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650 651 652 653 654 655

				}

			}

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

657
			state.enableAttribute( programAttributes.normal );
658

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

		}

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

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

668
			state.enableAttribute( programAttributes.uv );
669

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

		}

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

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

679
			state.enableAttribute( programAttributes.color );
680

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

		}

685
		state.disableUnusedAttributes();
686

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

		object.count = 0;

	};

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

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

	}

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

701
		state.setMaterial( material );
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702

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

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

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

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

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

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

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

			}

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

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

740 741
			var morphAttributes = geometry.morphAttributes;

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

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

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

749
					var index = influence[ 1 ];
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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;

			}

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

			updateBuffers = true;

		}

775 776
		//

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

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

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

		}

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

791
		if ( index !== null ) {
792

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

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

798
		}
M
Mr.doob 已提交
799

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

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

804
			if ( index !== null ) {
805

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

			}

810
		}
811

812 813
		//

814
		var dataCount = 0;
815

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

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

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

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

M
Mr.doob 已提交
824
		}
825

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

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

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

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

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

M
Mr.doob 已提交
839
		//
840

841
		if ( object.isMesh ) {
842

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

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

848
			} else {
M
Mr.doob 已提交
849 850

				switch ( object.drawMode ) {
851

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

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

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

				}
865

866
			}
867

868

869
		} else if ( object.isLine ) {
870

871
			var lineWidth = material.linewidth;
872

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

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

877
			if ( object.isLineSegments ) {
878

879
				renderer.setMode( _gl.LINES );
880

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

				renderer.setMode( _gl.LINE_LOOP );

885
			} else {
886

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

			}
M
Mr.doob 已提交
890

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

			renderer.setMode( _gl.POINTS );
894 895

		}
896

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

			if ( geometry.maxInstancedCount > 0 ) {

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

J
jfranc 已提交
903
			}
904 905 906

		} else {

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

M
Mr.doob 已提交
909 910 911 912
		}

	};

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

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

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

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

M
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922 923 924
			}

		}
B
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925

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

928 929
		state.initAttributes();

930
		var geometryAttributes = geometry.attributes;
931

932
		var programAttributes = program.getAttributes();
933

934
		var materialDefaultAttributeValues = material.defaultAttributeValues;
935

936
		for ( var name in programAttributes ) {
937

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

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

942
				var geometryAttribute = geometryAttributes[ name ];
943

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

							state.enableAttribute( programAttribute );

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

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

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

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

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

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

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

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

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

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

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

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

					}

				}

			}

		}
1035

1036
		state.disableUnusedAttributes();
1037

M
Mr.doob 已提交
1038 1039
	}

M
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1040
	// Compile
M
Mr.doob 已提交
1041

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

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

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

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

				lights.push( object );

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

		} );

		setupLights( lights, camera );

		scene.traverse( function ( object ) {

			if ( object.material ) {

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

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

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

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

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

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

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

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

		} );
G
gero3 已提交
1079 1080

	};
1081

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

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1085

0
06wj 已提交
1086
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1087

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

		}

		// reset caching for this frame

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

		// update scene graph

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

		// update camera matrices and frustum

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

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

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

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

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

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

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

1124
		currentRenderList.finish();
1125

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

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

1130 1131
		}

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

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

1136 1137
		setupShadows( lights );

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

1140 1141
		setupLights( lights, camera );

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

M
Mr.doob 已提交
1144 1145
		//

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

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

			renderTarget = null;

		}

M
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1158 1159
		this.setRenderTarget( renderTarget );

M
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1160 1161 1162 1163 1164 1165
		//

		var background = scene.background;

		if ( background === null ) {

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

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

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

		}

		if ( this.autoClear || forceClear ) {

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

		}

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

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

				backgroundBoxCamera = new PerspectiveCamera();

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

			}

			backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

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


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

1211 1212
			objects.update( backgroundBoxMesh );

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

T
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1215
		} else if ( background && background.isTexture ) {
M
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1216

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

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

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

			}

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

1230 1231
			objects.update( backgroundPlaneMesh );

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

M
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1234 1235
		}

1236
		//
M
Mr.doob 已提交
1237

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

M
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1241 1242
		if ( scene.overrideMaterial ) {

1243
			var overrideMaterial = scene.overrideMaterial;
M
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1244

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

M
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1248 1249 1250 1251
		} else {

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

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

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

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

		}

		// custom render plugins (post pass)

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

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

M
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1267 1268
		if ( renderTarget ) {

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

		}

1273
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1274

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

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

			_this.setScissorTest( false );

		}

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

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

	};
M
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1290

1291
	/*
M
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1292 1293
	// TODO Duplicated code (Frustum)

1294 1295
	var _sphere = new Sphere();

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

		var geometry = object.geometry;

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

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

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

		_sphere.center.set( 0, 0, 0 );
		_sphere.radius = 0.7071067811865476;
		_sphere.applyMatrix4( sprite.matrixWorld );

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1321 1322

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

		var numPlanes = _clipping.numPlanes;

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

		var planes = _this.clippingPlanes,

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

		do {

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

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

		return true;

	}
1344
	*/
T
tschw 已提交
1345

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

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

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

1352
		if ( visible ) {
1353

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

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

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

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

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

1364
				}
M
Mr.doob 已提交
1365

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

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

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

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

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

1377
				}
M
Mr.doob 已提交
1378

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

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

1383
				if ( object.isSkinnedMesh ) {
1384

1385
					object.skeleton.update();
1386

1387
				}
1388

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

1391 1392 1393 1394 1395 1396
					if ( sortObjects ) {

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

					}
1397

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

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

1403
						var groups = geometry.groups;
1404

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

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

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

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

							}
M
Mr.doob 已提交
1415

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

1418
					} else if ( material.visible ) {
1419

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

1422
					}
M
Mr.doob 已提交
1423

1424
				}
M
Mr.doob 已提交
1425

1426
			}
M
Mr.doob 已提交
1427

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

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

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

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

1436
		}
1437

1438
	}
M
Mr.doob 已提交
1439

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

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

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

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

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

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

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

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

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

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

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

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

M
Mr.doob 已提交
1473
				}
1474

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

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

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

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

1483
		}
M
Mr.doob 已提交
1484

1485
	}
G
gero3 已提交
1486

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

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

		if ( object.isImmediateRenderObject ) {

			state.setMaterial( material );

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

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

		}

	}

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

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

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

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

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

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

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

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

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

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

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

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

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

		}

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

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

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

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

1557
			} else {
B
Ben Adams 已提交
1558

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

1566
			}
G
gero3 已提交
1567

1568
			material.onBeforeCompile( materialProperties.__webglShader );
G
gero3 已提交
1569

1570
			material.__webglShader = materialProperties.__webglShader; // TODO: Remove?
M
Mr.doob 已提交
1571

1572
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1573

1574 1575
			materialProperties.program = program;
			material.program = program;
1576 1577 1578

		}

1579
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1580 1581 1582 1583 1584

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1585
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1586

1587
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1601
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1602

1603
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1604 1605 1606 1607 1608 1609 1610 1611 1612

					material.numSupportedMorphNormals ++;

				}

			}

		}

T
tschw 已提交
1613 1614
		var uniforms = materialProperties.__webglShader.uniforms;

1615
		if ( ! material.isShaderMaterial &&
1616 1617
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1618

T
tschw 已提交
1619
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1620
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1621
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1622 1623 1624

		}

1625
		materialProperties.fog = fog;
1626

1627
		// store the light setup it was created for
1628

1629
		materialProperties.lightsHash = _lights.hash;
1630

M
Mr.doob 已提交
1631
		if ( material.lights ) {
1632 1633 1634 1635 1636 1637

			// 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;
1638
			uniforms.rectAreaLights.value = _lights.rectArea;
M
Mr.doob 已提交
1639
			uniforms.pointLights.value = _lights.point;
1640 1641
			uniforms.hemisphereLights.value = _lights.hemi;

1642 1643 1644 1645 1646 1647
			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;
1648
			// TODO (abelnation): add area lights shadow info to uniforms
1649

1650 1651
		}

T
tschw 已提交
1652 1653
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1654
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1655

T
tschw 已提交
1656
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1657

M
Mr.doob 已提交
1658
	}
M
Mr.doob 已提交
1659

1660
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1661 1662 1663

		_usedTextureUnits = 0;

1664
		var materialProperties = properties.get( material );
1665

T
tschw 已提交
1666 1667 1668 1669 1670
		if ( _clippingEnabled ) {

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

				var useCache =
1671 1672
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1673 1674 1675 1676

				// 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
1677
				_clipping.setState(
1678 1679
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1680 1681 1682 1683 1684

			}

		}

1685
		if ( material.needsUpdate === false ) {
1686

1687
			if ( materialProperties.program === undefined ) {
1688

1689
				material.needsUpdate = true;
1690

1691
			} else if ( material.fog && materialProperties.fog !== fog ) {
1692

M
Mr.doob 已提交
1693
				material.needsUpdate = true;
1694

1695
			} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
1696

1697
				material.needsUpdate = true;
1698

1699
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1700
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1701
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1702 1703 1704

				material.needsUpdate = true;

1705
			}
1706 1707 1708 1709

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1710

1711
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1712 1713 1714 1715
			material.needsUpdate = false;

		}

1716
		var refreshProgram = false;
M
Mr.doob 已提交
1717
		var refreshMaterial = false;
1718
		var refreshLights = false;
M
Mr.doob 已提交
1719

1720
		var program = materialProperties.program,
1721
			p_uniforms = program.getUniforms(),
1722
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1723

1724
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1725

1726 1727
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1728

1729
			refreshProgram = true;
M
Mr.doob 已提交
1730
			refreshMaterial = true;
1731
			refreshLights = true;
M
Mr.doob 已提交
1732 1733 1734 1735 1736 1737

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1738

M
Mr.doob 已提交
1739 1740 1741 1742
			refreshMaterial = true;

		}

1743
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1744

M
Mr.doob 已提交
1745
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1746

G
gero3 已提交
1747
			if ( capabilities.logarithmicDepthBuffer ) {
1748

T
tschw 已提交
1749
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1750
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1751 1752 1753 1754

			}


1755 1756 1757 1758 1759 1760 1761 1762 1763
			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
1764
				refreshLights = true;		// remains set until update done
1765 1766

			}
M
Mr.doob 已提交
1767

1768 1769 1770
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1771
			if ( material.isShaderMaterial ||
1772 1773 1774
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1775

T
tschw 已提交
1776 1777 1778
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1779

T
tschw 已提交
1780
					uCamPos.setValue( _gl,
1781
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1782 1783 1784 1785 1786

				}

			}

1787
			if ( material.isMeshPhongMaterial ||
1788 1789 1790 1791
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1792
				material.skinning ) {
1793

T
tschw 已提交
1794
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1795 1796 1797

			}

M
Mr.doob 已提交
1798 1799
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
M
Mr.doob 已提交
1800

M
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1801 1802 1803 1804 1805 1806
		}

		// 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

1807
		if ( material.skinning ) {
M
Mr.doob 已提交
1808

T
tschw 已提交
1809 1810
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1811

T
tschw 已提交
1812
			var skeleton = object.skeleton;
1813

T
tschw 已提交
1814
			if ( skeleton ) {
1815

1816 1817
				var bones = skeleton.bones;

1818
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1819

1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844
					if ( skeleton.boneTexture === undefined ) {

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


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

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

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

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

					}

M
Mr.doob 已提交
1845 1846
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1847

T
tschw 已提交
1848
				} else {
M
Mr.doob 已提交
1849

T
tschw 已提交
1850
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1851 1852 1853 1854 1855 1856 1857 1858 1859

				}

			}

		}

		if ( refreshMaterial ) {

M
Mr.doob 已提交
1860
			if ( material.lights ) {
M
Mr.doob 已提交
1861

1862
				// the current material requires lighting info
M
Mr.doob 已提交
1863

T
tschw 已提交
1864 1865 1866 1867 1868 1869
				// 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
1870

T
tschw 已提交
1871
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1872

T
tschw 已提交
1873
			}
G
gero3 已提交
1874

T
tschw 已提交
1875
			// refresh uniforms common to several materials
G
gero3 已提交
1876

T
tschw 已提交
1877
			if ( fog && material.fog ) {
G
gero3 已提交
1878

T
tschw 已提交
1879
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1880 1881 1882

			}

1883
			if ( material.isMeshBasicMaterial ||
1884 1885 1886
				material.isMeshLambertMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
1887
				material.isMeshNormalMaterial ||
1888
				material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1889 1890 1891 1892 1893 1894 1895

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

1896
			if ( material.isLineBasicMaterial ) {
M
Mr.doob 已提交
1897 1898 1899

				refreshUniformsLine( m_uniforms, material );

1900
			} else if ( material.isLineDashedMaterial ) {
M
Mr.doob 已提交
1901 1902 1903 1904

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

1905
			} else if ( material.isPointsMaterial ) {
M
Mr.doob 已提交
1906

M
Mr.doob 已提交
1907
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1908

1909
			} else if ( material.isMeshLambertMaterial ) {
1910 1911 1912

				refreshUniformsLambert( m_uniforms, material );

T
Takahiro 已提交
1913 1914 1915 1916
			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsToon( m_uniforms, material );

1917 1918 1919 1920
			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1921
			} else if ( material.isMeshPhysicalMaterial ) {
W
WestLangley 已提交
1922 1923 1924

				refreshUniformsPhysical( m_uniforms, material );

1925
			} else if ( material.isMeshStandardMaterial ) {
W
WestLangley 已提交
1926

1927
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1928

1929
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1930

1931 1932 1933 1934 1935 1936 1937 1938
				if ( material.displacementMap ) {

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

				}

1939
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1940

1941
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1942 1943 1944

			}

M
Mr.doob 已提交
1945 1946 1947 1948 1949 1950
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

			if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib.LTC_MAT_TEXTURE;
			if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE;

R
Rich Harris 已提交
1951
			WebGLUniforms.upload(
1952
				_gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1953 1954 1955

		}

M
Mr.doob 已提交
1956

T
tschw 已提交
1957
		// common matrices
M
Mr.doob 已提交
1958

M
Mr.doob 已提交
1959 1960
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1961
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1962

T
tschw 已提交
1963
		return program;
A
arose 已提交
1964 1965 1966

	}

M
Mr.doob 已提交
1967 1968
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1969
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1970 1971 1972

		uniforms.opacity.value = material.opacity;

1973
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1974

1975
		if ( material.emissive ) {
M
Mr.doob 已提交
1976

1977
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1978 1979 1980

		}

1981 1982 1983
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
Mr.doob 已提交
1984

1985 1986 1987 1988 1989 1990 1991
		if ( material.lightMap ) {

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

		}

1992
		if ( material.aoMap ) {
1993

1994 1995
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1996 1997 1998

		}

M
Mr.doob 已提交
1999
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2000 2001 2002 2003 2004
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2005
		// 6. emissive map
M
Mr.doob 已提交
2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2017 2018 2019 2020
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2021 2022 2023 2024 2025 2026 2027 2028
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2029 2030 2031 2032 2033 2034 2035 2036
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2037 2038 2039 2040
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2041 2042 2043 2044
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2045 2046 2047 2048
		}

		if ( uvScaleMap !== undefined ) {

2049
			// backwards compatibility
2050
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2051 2052 2053 2054 2055

				uvScaleMap = uvScaleMap.texture;

			}

M
Mr.doob 已提交
2056 2057 2058 2059 2060 2061 2062 2063
			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;
2064 2065 2066 2067 2068

		// 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
2069
		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
M
Mr.doob 已提交
2070

2071
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
2072 2073
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
2074
	}
M
Mr.doob 已提交
2075

M
Mr.doob 已提交
2076
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2077 2078 2079 2080

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

M
Mr.doob 已提交
2081
	}
M
Mr.doob 已提交
2082

M
Mr.doob 已提交
2083
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2084 2085 2086 2087 2088

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

M
Mr.doob 已提交
2089
	}
M
Mr.doob 已提交
2090

M
Mr.doob 已提交
2091
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2092

2093
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2094
		uniforms.opacity.value = material.opacity;
2095
		uniforms.size.value = material.size * _pixelRatio;
2096
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2097 2098 2099

		uniforms.map.value = material.map;

2100 2101 2102 2103 2104 2105 2106 2107 2108
		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
2109
	}
M
Mr.doob 已提交
2110

M
Mr.doob 已提交
2111
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2112 2113 2114

		uniforms.fogColor.value = fog.color;

2115
		if ( fog.isFog ) {
M
Mr.doob 已提交
2116 2117 2118 2119

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

2120
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2121 2122 2123 2124 2125

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2126
	}
M
Mr.doob 已提交
2127

M
Mr.doob 已提交
2128
	function refreshUniformsLambert( uniforms, material ) {
2129 2130 2131 2132 2133 2134 2135 2136 2137

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2138
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2139

2140
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2141
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2142

2143
		if ( material.emissiveMap ) {
2144

2145
			uniforms.emissiveMap.value = material.emissiveMap;
2146

2147
		}
M
Mr.doob 已提交
2148

2149 2150 2151 2152
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2153

2154
		}
M
Mr.doob 已提交
2155

2156 2157 2158 2159 2160 2161
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2162

2163 2164 2165 2166 2167
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2168

2169
		}
2170

T
Takahiro 已提交
2171 2172 2173 2174 2175 2176
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2177
		if ( material.gradientMap ) {
T
Takahiro 已提交
2178

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

		uniforms.roughness.value = material.roughness;
		uniforms.metalness.value = material.metalness;

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

			//uniforms.envMap.value = material.envMap; // part of uniforms common
			uniforms.envMapIntensity.value = material.envMapIntensity;

		}

	}

M
Mr.doob 已提交
2239
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2240

2241 2242 2243
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2244 2245 2246 2247
		refreshUniformsStandard( uniforms, material );

	}

2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

2274 2275
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2276
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2277

M
Mr.doob 已提交
2278
		uniforms.ambientLightColor.needsUpdate = value;
2279

B
Ben Houston 已提交
2280 2281 2282
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2283
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2284
		uniforms.hemisphereLights.needsUpdate = value;
2285

M
Mr.doob 已提交
2286
	}
2287

T
tschw 已提交
2288
	// Lighting
M
Mr.doob 已提交
2289

M
Mr.doob 已提交
2290
	function setupShadows( lights ) {
2291 2292 2293 2294 2295 2296 2297 2298 2299

		var lightShadowsLength = 0;

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

			var light = lights[ i ];

			if ( light.castShadow ) {

M
Mr.doob 已提交
2300 2301
				_lights.shadows[ lightShadowsLength ] = light;
				lightShadowsLength ++;
2302 2303 2304 2305 2306 2307 2308 2309 2310

			}

		}

		_lights.shadows.length = lightShadowsLength;

	}

M
Mr.doob 已提交
2311
	function setupLights( lights, camera ) {
M
Mr.doob 已提交
2312

M
Mr.doob 已提交
2313
		var l, ll, light, shadow,
2314 2315 2316 2317 2318
			r = 0, g = 0, b = 0,
			color,
			intensity,
			distance,
			shadowMap,
M
Mr.doob 已提交
2319

2320
			viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2321

M
Mr.doob 已提交
2322 2323 2324 2325 2326
			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;
M
Mr.doob 已提交
2327 2328 2329 2330 2331 2332 2333 2334 2335

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

			light = lights[ l ];

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

2336
			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
2337

2338
			if ( light.isAmbientLight ) {
M
Mr.doob 已提交
2339

2340 2341 2342
				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;
M
Mr.doob 已提交
2343

2344
			} else if ( light.isDirectionalLight ) {
M
Mr.doob 已提交
2345

M
Mr.doob 已提交
2346
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2347

2348
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
M
Mr.doob 已提交
2349
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2350
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2351 2352 2353
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );

2354
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2355

2356
				if ( light.castShadow ) {
M
Mr.doob 已提交
2357

M
Mr.doob 已提交
2358 2359 2360 2361 2362
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2363

2364 2365
				}

2366
				_lights.directionalShadowMap[ directionalLength ] = shadowMap;
2367
				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2368 2369 2370
				_lights.directional[ directionalLength ] = uniforms;

				directionalLength ++;
M
Mr.doob 已提交
2371

2372
			} else if ( light.isSpotLight ) {
M
Mr.doob 已提交
2373

M
Mr.doob 已提交
2374
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2375 2376 2377

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2378

M
Mr.doob 已提交
2379 2380 2381 2382 2383 2384 2385 2386
				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 );

2387 2388
				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
M
Mr.doob 已提交
2389
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2390

2391
				uniforms.shadow = light.castShadow;
M
Mr.doob 已提交
2392

2393 2394
				if ( light.castShadow ) {

M
Mr.doob 已提交
2395 2396 2397 2398 2399
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2400

2401 2402
				}

2403
				_lights.spotShadowMap[ spotLength ] = shadowMap;
2404
				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2405 2406 2407
				_lights.spot[ spotLength ] = uniforms;

				spotLength ++;
2408

2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438
			} else if ( light.isRectAreaLight ) {

				var uniforms = lightCache.get( light );

				// (a) intensity controls irradiance of entire light
				uniforms.color
					.copy( color )
					.multiplyScalar( intensity / ( light.width * light.height ) );

				// (b) intensity controls the radiance per light area
				// uniforms.color.copy( color ).multiplyScalar( intensity );

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

				// extract local rotation of light to derive width/height half vectors
				_matrix42.identity();
				_matrix4.copy( light.matrixWorld );
				_matrix4.premultiply( viewMatrix );
				_matrix42.extractRotation( _matrix4 );

				uniforms.halfWidth.set( light.width * 0.5,                0.0, 0.0 );
				uniforms.halfHeight.set(              0.0, light.height * 0.5, 0.0 );

				uniforms.halfWidth.applyMatrix4( _matrix42 );
				uniforms.halfHeight.applyMatrix4( _matrix42 );

				// TODO (abelnation): RectAreaLight distance?
				// uniforms.distance = distance;

M
Mr.doob 已提交
2439 2440 2441
				_lights.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;
2442

2443
			} else if ( light.isPointLight ) {
M
Mr.doob 已提交
2444

M
Mr.doob 已提交
2445
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2446

M
Mr.doob 已提交
2447 2448
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2449

M
Mr.doob 已提交
2450 2451
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
M
Mr.doob 已提交
2452 2453
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2454
				uniforms.shadow = light.castShadow;
2455

M
Mr.doob 已提交
2456
				if ( light.castShadow ) {
2457

M
Mr.doob 已提交
2458 2459 2460 2461 2462
					shadow = light.shadow;

					uniforms.shadowBias = shadow.bias;
					uniforms.shadowRadius = shadow.radius;
					uniforms.shadowMapSize = shadow.mapSize;
2463 2464

				}
2465

2466
				_lights.pointShadowMap[ pointLength ] = shadowMap;
J
jaxry 已提交
2467
				_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
M
Mr.doob 已提交
2468 2469 2470
				_lights.point[ pointLength ] = uniforms;

				pointLength ++;
2471

2472
			} else if ( light.isHemisphereLight ) {
M
Mr.doob 已提交
2473

M
Mr.doob 已提交
2474
				var uniforms = lightCache.get( light );
M
Mr.doob 已提交
2475 2476 2477 2478

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2479

M
Mr.doob 已提交
2480 2481
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2482

M
Mr.doob 已提交
2483 2484 2485
				_lights.hemi[ hemiLength ] = uniforms;

				hemiLength ++;
M
Mr.doob 已提交
2486 2487 2488 2489 2490

			}

		}

M
Mr.doob 已提交
2491 2492 2493
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2494

M
Mr.doob 已提交
2495 2496
		_lights.directional.length = directionalLength;
		_lights.spot.length = spotLength;
2497
		_lights.rectArea.length = rectAreaLength;
2498
		_lights.point.length = pointLength;
M
Mr.doob 已提交
2499
		_lights.hemi.length = hemiLength;
2500

2501 2502
		// TODO (sam-g-steel) why aren't we using join
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
2503

M
Mr.doob 已提交
2504
	}
M
Mr.doob 已提交
2505 2506 2507 2508 2509

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2510
		state.setCullFace( cullFace );
R
Rich Harris 已提交
2511
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
Mr.doob 已提交
2512 2513 2514 2515 2516

	};

	// Textures

T
tschw 已提交
2517 2518 2519 2520 2521 2522
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

M
Mugen87 已提交
2523
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
tschw 已提交
2524 2525 2526 2527 2528 2529 2530 2531 2532

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2533
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2534

2535
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2536
	this.setTexture2D = ( function () {
T
tschw 已提交
2537

2538
		var warned = false;
T
tschw 已提交
2539

2540
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2541
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2542

T
Takahiro 已提交
2543
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2544

2545
				if ( ! warned ) {
T
tschw 已提交
2546

2547 2548
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2549

2550
				}
T
tschw 已提交
2551

2552
				texture = texture.texture;
T
tschw 已提交
2553

2554
			}
T
tschw 已提交
2555

2556
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2557

2558
		};
T
tschw 已提交
2559

2560
	}() );
T
tschw 已提交
2561

M
Mr.doob 已提交
2562
	this.setTexture = ( function () {
2563 2564 2565

		var warned = false;

W
WestLangley 已提交
2566
		return function setTexture( texture, slot ) {
2567 2568 2569 2570 2571 2572 2573 2574

			if ( ! warned ) {

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

			}

2575
			textures.setTexture2D( texture, slot );
2576 2577 2578 2579 2580

		};

	}() );

M
Mr.doob 已提交
2581
	this.setTextureCube = ( function () {
2582 2583 2584

		var warned = false;

W
WestLangley 已提交
2585
		return function setTextureCube( texture, slot ) {
2586 2587

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2588
			if ( texture && texture.isWebGLRenderTargetCube ) {
2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602

				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
2603
			if ( ( texture && texture.isCubeTexture ) ||
2604
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2605 2606 2607 2608

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2609
				textures.setTextureCube( texture, slot );
2610 2611 2612 2613 2614

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2615
				textures.setTextureCubeDynamic( texture, slot );
2616 2617 2618 2619 2620 2621

			}

		};

	}() );
T
tschw 已提交
2622

2623
	this.getRenderTarget = function () {
2624 2625 2626

		return _currentRenderTarget;

M
Michael Herzog 已提交
2627
	};
2628

2629
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2630

2631 2632
		_currentRenderTarget = renderTarget;

2633
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2634

2635
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2636 2637 2638

		}

T
Takahiro 已提交
2639
		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
2640
		var framebuffer;
M
Mr.doob 已提交
2641 2642 2643

		if ( renderTarget ) {

2644
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
2645

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

2648
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2649 2650 2651

			} else {

2652
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
2653 2654 2655

			}

2656 2657
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2658

2659
			_currentViewport.copy( renderTarget.viewport );
M
Mr.doob 已提交
2660 2661 2662 2663 2664

		} else {

			framebuffer = null;

2665
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2666
			_currentScissorTest = _scissorTest;
2667

2668
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
M
Mr.doob 已提交
2669 2670 2671

		}

M
Mr.doob 已提交
2672
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2673 2674 2675 2676 2677 2678

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

		}

2679 2680
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2681

0
06wj 已提交
2682
		state.viewport( _currentViewport );
2683

M
Mr.doob 已提交
2684 2685 2686
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2687
			_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
2688 2689 2690

		}

M
Mr.doob 已提交
2691 2692
	};

M
Mr.doob 已提交
2693
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2694

0
06wj 已提交
2695
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2696

2697
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2698
			return;
2699

G
gero3 已提交
2700
		}
2701

M
Mr.doob 已提交
2702
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2703

M
Mr.doob 已提交
2704
		if ( framebuffer ) {
2705

G
gero3 已提交
2706
			var restore = false;
2707

M
Mr.doob 已提交
2708
			if ( framebuffer !== _currentFramebuffer ) {
2709

M
Mr.doob 已提交
2710
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2711

G
gero3 已提交
2712
				restore = true;
2713

G
gero3 已提交
2714
			}
2715

M
Mr.doob 已提交
2716
			try {
2717

M
Mr.doob 已提交
2718
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2719 2720
				var textureFormat = texture.format;
				var textureType = texture.type;
2721

M
Mr.doob 已提交
2722
				if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2723

M
Mr.doob 已提交
2724 2725
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2726

M
Mr.doob 已提交
2727
				}
2728

M
Mr.doob 已提交
2729
				if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2730 2731
					! ( 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' ) ) ) {
2732

M
Mr.doob 已提交
2733 2734
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2735

M
Mr.doob 已提交
2736
				}
2737

M
Mr.doob 已提交
2738
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2739

2740 2741
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2742
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2743

M
Mr.doob 已提交
2744
						_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
2745 2746

					}
2747

M
Mr.doob 已提交
2748
				} else {
M
Mr.doob 已提交
2749

M
Mr.doob 已提交
2750 2751 2752
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2753

M
Mr.doob 已提交
2754
			} finally {
M
Mr.doob 已提交
2755

M
Mr.doob 已提交
2756 2757 2758
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2759

M
Mr.doob 已提交
2760 2761 2762
				}

			}
M
Mr.doob 已提交
2763 2764 2765

		}

M
Mr.doob 已提交
2766 2767
	};

M
Mr.doob 已提交
2768 2769
	// Map three.js constants to WebGL constants

M
Mr.doob 已提交
2770
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2771

2772 2773
		var extension;

R
Rich Harris 已提交
2774 2775 2776
		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
2777

R
Rich Harris 已提交
2778 2779 2780
		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
2781

R
Rich Harris 已提交
2782 2783 2784
		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
2785

R
Rich Harris 已提交
2786 2787 2788 2789
		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
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		if ( p === ByteType ) return _gl.BYTE;
		if ( p === ShortType ) return _gl.SHORT;
		if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === IntType ) return _gl.INT;
		if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === FloatType ) return _gl.FLOAT;
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2798
		if ( p === HalfFloatType ) {
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2800
			extension = extensions.get( 'OES_texture_half_float' );
2801

2802
			if ( extension !== null ) return extension.HALF_FLOAT_OES;
2803 2804 2805

		}

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		if ( p === AlphaFormat ) return _gl.ALPHA;
		if ( p === RGBFormat ) return _gl.RGB;
		if ( p === RGBAFormat ) return _gl.RGBA;
		if ( p === LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
		if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
2812
		if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
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		if ( p === AddEquation ) return _gl.FUNC_ADD;
		if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
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		if ( p === ZeroFactor ) return _gl.ZERO;
		if ( p === OneFactor ) return _gl.ONE;
		if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
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		if ( p === DstColorFactor ) return _gl.DST_COLOR;
		if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
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2831 2832
		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
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2834
			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
2835

2836 2837 2838 2839 2840 2841 2842 2843
			if ( extension !== null ) {

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

			}
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		}

2847
		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
2848
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
2849

2850
			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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2852 2853 2854 2855 2856 2857 2858 2859
			if ( extension !== null ) {

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

			}
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		}

2863
		if ( p === RGB_ETC1_Format ) {
2864

2865
			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
2866

2867
			if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
2868 2869 2870

		}

2871 2872 2873
		if ( p === MinEquation || p === MaxEquation ) {

			extension = extensions.get( 'EXT_blend_minmax' );
2874

2875
			if ( extension !== null ) {
2876

2877 2878 2879 2880
				if ( p === MinEquation ) return extension.MIN_EXT;
				if ( p === MaxEquation ) return extension.MAX_EXT;

			}
2881 2882 2883

		}

2884
		if ( p === UnsignedInt248Type ) {
2885

2886
			extension = extensions.get( 'WEBGL_depth_texture' );
2887

2888
			if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
2889 2890 2891

		}

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		return 0;

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	}
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}
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export { WebGLRenderer };