WebGLRenderer.js 83.2 KB
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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/
 */

THREE.WebGLRenderer = function ( parameters ) {

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

	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
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	_context = parameters.context !== undefined ? parameters.context : null,
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	_width = _canvas.width,
	_height = _canvas.height,
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	pixelRatio = 1,

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	_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
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	_depth = parameters.depth !== undefined ? parameters.depth : true,
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	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,

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	_clearColor = new THREE.Color( 0x000000 ),
	_clearAlpha = 0;
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	var lights = [];
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	var opaqueObjects = [];
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	var opaqueObjectsLastIndex = - 1;
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	var transparentObjects = [];
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	var transparentObjectsLastIndex = - 1;
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	var morphInfluences = new Float32Array( 8 );

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

	// physically based shading

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

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// internal properties

	var _this = this,

	// internal state cache

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

	_usedTextureUnits = 0,

	_viewportX = 0,
	_viewportY = 0,
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	_viewportWidth = _canvas.width,
	_viewportHeight = _canvas.height,
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	_currentWidth = 0,
	_currentHeight = 0,

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_lights = {

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		hash: '',

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		ambient: [ 0, 0, 0 ],
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		directional: [],
		point: [],
		spot: [],
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		hemi: [],

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		shadows: [],
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		shadowsPointLight: 0
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	},

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	// info

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	_infoMemory = {
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		geometries: 0,
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		textures: 0
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	},

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	_infoRender = {
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		calls: 0,
		vertices: 0,
		faces: 0,
		points: 0

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	};

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	this.info = {
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		render: _infoRender,
		memory: _infoMemory,
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		_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 THREE.WebGLExtensions( _gl );

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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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		THREE.BufferGeometry.MaxIndex = 4294967296;
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	}

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	var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
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	var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
	var properties = new THREE.WebGLProperties();
	var objects = new THREE.WebGLObjects( _gl, properties, this.info );
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	var programCache = new THREE.WebGLPrograms( this, capabilities );
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	this.info.programs = programCache.programs;

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

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	function glClearColor( r, g, b, a ) {
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		if ( _premultipliedAlpha === true ) {

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

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		_gl.clearColor( r, g, b, a );

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	}
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	function setDefaultGLState() {
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		state.init();
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	}
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	function resetGLState() {
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		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

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		state.reset();

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	}
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	setDefaultGLState();

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

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

	var spritePlugin = new THREE.SpritePlugin( this, sprites );
	var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );

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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

	};

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	this.getMaxAnisotropy = ( function () {
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		var value;
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		return function getMaxAnisotropy() {
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			if ( value !== undefined ) return value;
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			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
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			if ( extension !== null ) {
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				value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
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			} else {

				value = 0;

			}
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			return value;

		}

	} )();
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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 () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

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		if ( value !== undefined ) pixelRatio = value;
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	};

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	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

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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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		_viewportX = x * pixelRatio;
		_viewportY = y * pixelRatio;
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		_viewportWidth = width * pixelRatio;
		_viewportHeight = height * pixelRatio;
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

	};

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	this.getViewport = function ( dimensions ) {

		dimensions.x = _viewportX / pixelRatio;
		dimensions.y = _viewportY / pixelRatio;

		dimensions.z = _viewportWidth / pixelRatio;
		dimensions.w = _viewportHeight / pixelRatio;

	};

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

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		_gl.scissor(
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			x * pixelRatio,
			y * pixelRatio,
			width * pixelRatio,
			height * pixelRatio
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		);
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	};

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	this.enableScissorTest = function ( boolean ) {
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		state.setScissorTest( boolean );
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	};

	// Clearing

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

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

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

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	this.setClearAlpha = function ( alpha ) {
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		_clearAlpha = alpha;
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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	};

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );
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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() {

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

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

	};

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	function onTextureDispose( event ) {
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		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

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		_infoMemory.textures --;
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	}
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	function onRenderTargetDispose( event ) {
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		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

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		_infoMemory.textures --;
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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 deallocateTexture( texture ) {
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		var textureProperties = properties.get( texture );
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		if ( texture.image && textureProperties.__image__webglTextureCube ) {
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			// cube texture

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			_gl.deleteTexture( textureProperties.__image__webglTextureCube );
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		} else {

			// 2D texture

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			if ( textureProperties.__webglInit === undefined ) return;
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			_gl.deleteTexture( textureProperties.__webglTexture );
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		}

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		// remove all webgl properties
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		properties.delete( texture );
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	}
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	function deallocateRenderTarget( renderTarget ) {
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		var renderTargetProperties = properties.get( renderTarget );
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		var textureProperties = properties.get( renderTarget.texture );
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		if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
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		_gl.deleteTexture( textureProperties.__webglTexture );
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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			for ( var i = 0; i < 6; i ++ ) {

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				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
				_gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
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			}

		} else {

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			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			_gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
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		}

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		properties.delete( renderTarget.texture );
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		properties.delete( renderTarget );
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	}
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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

		properties.delete( material );

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

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

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	}
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	// Buffer rendering

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

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

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

		if ( object.hasNormals ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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			if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) {
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				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
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					var array = object.normalArray;
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					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
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					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
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					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
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					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
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				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( attributes.normal );
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			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
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		}

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

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( attributes.uv );
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680
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
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681 682 683 684 685

		}

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

686
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
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687
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
688

689
			state.enableAttribute( attributes.color );
690

691
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
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692 693 694

		}

695
		state.disableUnusedAttributes();
696

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697 698 699 700 701 702
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

703
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
704

M
Mr.doob 已提交
705 706
		setMaterial( material );

707
		var program = setProgram( camera, fog, material, object );
M
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708

M
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709 710
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
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711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

			var activeInfluences = [];

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

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

			}

			activeInfluences.sort( numericalSort );

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

742 743
			var morphAttributes = geometry.morphAttributes;

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Mr.doob 已提交
744 745 746 747 748 749 750
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

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

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

751
					var index = influence[ 1 ];
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752

753 754
					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 ] );
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755 756 757

				} else {

758 759
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
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760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776

				}

			}

			var uniforms = program.getUniforms();

			if ( uniforms.morphTargetInfluences !== null ) {

				_gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );

			}

			updateBuffers = true;

		}

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777 778
		//

779
		var index = geometry.index;
780 781
		var position = geometry.attributes.position;

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

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

		}

788 789
		var renderer;

790
		if ( index !== null ) {
791

792 793
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
794

795
		} else {
796

797
			renderer = bufferRenderer;
798

799
		}
M
Mr.doob 已提交
800

801
		if ( updateBuffers ) {
M
Mr.doob 已提交
802

803
			setupVertexAttributes( material, program, geometry );
M
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804

805
			if ( index !== null ) {
806

807
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
808 809 810

			}

811
		}
812

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Mr.doob 已提交
813
		//
814

M
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815 816
		var dataStart = 0;
		var dataCount = Infinity;
817

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

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

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

M
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824
			dataCount = position.count;
825

M
Mr.doob 已提交
826
		}
827

M
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828 829
		var rangeStart = geometry.drawRange.start;
		var rangeCount = geometry.drawRange.count;
830

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

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834 835 836 837 838 839
		var drawStart = Math.max( dataStart, rangeStart, groupStart );
		var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;

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

		//
840

841
		if ( object instanceof THREE.Mesh ) {
842

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

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

848
			} else {
M
Mr.doob 已提交
849 850

				switch ( object.drawMode ) {
851

B
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852 853 854 855 856 857 858 859 860 861 862 863 864
					case THREE.TrianglesDrawMode:
						renderer.setMode( _gl.TRIANGLES );
						break;

					case THREE.TriangleStripDrawMode:
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

					case THREE.TriangleFanDrawMode:
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
865

866
			}
867

868
			if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
869

870
				renderer.renderInstances( geometry, drawStart, drawCount );
871

872
			} else {
873

M
Mr.doob 已提交
874
				renderer.render( drawStart, drawCount );
875

876
			}
877

878
		} else if ( object instanceof THREE.Line ) {
879

880
			var lineWidth = material.linewidth;
881

882
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
883

884
			state.setLineWidth( lineWidth * pixelRatio );
885

886
			if ( object instanceof THREE.LineSegments ) {
887

888
				renderer.setMode( _gl.LINES );
889

890
			} else {
891

892
				renderer.setMode( _gl.LINE_STRIP );
893 894

			}
M
Mr.doob 已提交
895

M
Mr.doob 已提交
896
			renderer.render( drawStart, drawCount );
897

898
		} else if ( object instanceof THREE.Points ) {
899 900

			renderer.setMode( _gl.POINTS );
M
Mr.doob 已提交
901
			renderer.render( drawStart, drawCount );
902

M
Mr.doob 已提交
903 904 905 906
		}

	};

907
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
908

M
Mr.doob 已提交
909
		var extension;
B
Ben Adams 已提交
910

M
Mr.doob 已提交
911
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
B
Ben Adams 已提交
912

M
Mr.doob 已提交
913
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
914

M
Mr.doob 已提交
915
			if ( extension === null ) {
B
Ben Adams 已提交
916

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

M
Mr.doob 已提交
920 921 922
			}

		}
B
Ben Adams 已提交
923

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

926 927
		state.initAttributes();

928
		var geometryAttributes = geometry.attributes;
929

930
		var programAttributes = program.getAttributes();
931

932
		var materialDefaultAttributeValues = material.defaultAttributeValues;
933

934
		for ( var name in programAttributes ) {
935

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

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

940
				var geometryAttribute = geometryAttributes[ name ];
941

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

944
					var size = geometryAttribute.itemSize;
G
gero3 已提交
945
					var buffer = objects.getAttributeBuffer( geometryAttribute );
946

B
Ben Adams 已提交
947
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
948

M
Mr.doob 已提交
949 950 951 952 953
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
M
Mr.doob 已提交
954

M
Mr.doob 已提交
955
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
956

M
Mr.doob 已提交
957
							if ( geometry.maxInstancedCount === undefined ) {
958

D
dubejf 已提交
959
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
960

M
Mr.doob 已提交
961
							}
B
Ben Adams 已提交
962

M
Mr.doob 已提交
963
						} else {
B
Ben Adams 已提交
964

M
Mr.doob 已提交
965
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
966

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

M
Mr.doob 已提交
969 970
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
B
Ben Adams 已提交
971

M
Mr.doob 已提交
972
					} else {
B
Ben Adams 已提交
973

M
Mr.doob 已提交
974
						if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
B
Ben Adams 已提交
975

M
Mr.doob 已提交
976
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
977

M
Mr.doob 已提交
978
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
979

D
dubejf 已提交
980
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
981

M
Mr.doob 已提交
982
							}
B
Ben Adams 已提交
983

M
Mr.doob 已提交
984 985 986 987
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
990 991 992
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32

B
Ben Adams 已提交
993
					}
M
Mr.doob 已提交
994

995 996
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
997
					var value = materialDefaultAttributeValues[ name ];
998

999
					if ( value !== undefined ) {
M
Mr.doob 已提交
1000

1001
						switch ( value.length ) {
M
Mr.doob 已提交
1002

1003 1004 1005
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1006

1007 1008 1009
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1010

1011 1012 1013
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1014

1015 1016
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1017 1018

						}
M
Mr.doob 已提交
1019 1020 1021 1022 1023 1024 1025 1026

					}

				}

			}

		}
1027

1028
		state.disableUnusedAttributes();
1029

M
Mr.doob 已提交
1030 1031
	}

M
Mr.doob 已提交
1032 1033
	// Sorting

1034 1035 1036 1037 1038 1039
	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

	}

M
Mr.doob 已提交
1040 1041
	function painterSortStable ( a, b ) {

U
unconed 已提交
1042
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1043

U
unconed 已提交
1044
			return a.object.renderOrder - b.object.renderOrder;
1045

M
Mr.doob 已提交
1046
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1047

M
Mr.doob 已提交
1048
			return a.material.id - b.material.id;
1049 1050

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1051

M
Mr.doob 已提交
1052
			return a.z - b.z;
M
Mr.doob 已提交
1053 1054 1055

		} else {

1056
			return a.id - b.id;
M
Mr.doob 已提交
1057 1058 1059

		}

1060
	}
M
Mr.doob 已提交
1061

1062 1063
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1064
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1065

U
unconed 已提交
1066
			return a.object.renderOrder - b.object.renderOrder;
1067 1068

		} if ( a.z !== b.z ) {
1069

M
Mr.doob 已提交
1070
			return b.z - a.z;
1071 1072 1073 1074 1075 1076 1077

		} else {

			return a.id - b.id;

		}

1078
	}
1079

M
Mr.doob 已提交
1080 1081 1082 1083 1084 1085
	// Rendering

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

		if ( camera instanceof THREE.Camera === false ) {

1086
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1087 1088 1089 1090
			return;

		}

M
Mr.doob 已提交
1091
		var fog = scene.fog;
M
Mr.doob 已提交
1092 1093 1094

		// 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

1105
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1106 1107 1108 1109 1110 1111

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1112
		lights.length = 0;
1113

M
Mr.doob 已提交
1114 1115
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
1116

M
Mr.doob 已提交
1117 1118 1119
		sprites.length = 0;
		lensFlares.length = 0;

1120
		projectObject( scene, camera );
M
Mr.doob 已提交
1121

1122 1123 1124
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1125
		if ( _this.sortObjects === true ) {
1126 1127 1128

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1129

1130 1131
		}

1132 1133
		setupLights( lights, camera );

M
Mr.doob 已提交
1134
		//
M
Mr.doob 已提交
1135

M
Mr.doob 已提交
1136
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1137 1138 1139

		//

1140 1141 1142 1143
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1144 1145 1146 1147 1148 1149 1150 1151 1152

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

1153
		//
M
Mr.doob 已提交
1154 1155 1156

		if ( scene.overrideMaterial ) {

1157
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1158

1159 1160
			renderObjects( opaqueObjects, camera, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, fog, overrideMaterial );
1161

M
Mr.doob 已提交
1162 1163 1164 1165
		} else {

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

M
Mr.doob 已提交
1166
			state.setBlending( THREE.NoBlending );
1167
			renderObjects( opaqueObjects, camera, fog );
M
Mr.doob 已提交
1168 1169 1170

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

1171
			renderObjects( transparentObjects, camera, fog );
M
Mr.doob 已提交
1172 1173 1174 1175 1176

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1177 1178
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
Mr.doob 已提交
1179 1180 1181

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

M
Mr.doob 已提交
1182 1183 1184
		if ( renderTarget ) {

			var texture = renderTarget.texture;
M
Mr.doob 已提交
1185

M
Mr.doob 已提交
1186 1187 1188 1189 1190
			if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
					texture.minFilter !== THREE.NearestFilter &&
					texture.minFilter !== THREE.LinearFilter ) {

				updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1191 1192

			}
M
Mr.doob 已提交
1193 1194 1195 1196 1197

		}

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

M
Mr.doob 已提交
1198 1199
		state.setDepthTest( true );
		state.setDepthWrite( true );
1200
		state.setColorWrite( true );
M
Mr.doob 已提交
1201 1202 1203 1204

		// _gl.finish();

	};
M
Mr.doob 已提交
1205

M
Mr.doob 已提交
1206 1207
	function pushRenderItem( object, geometry, material, z, group ) {

1208
		var array, index;
M
Mr.doob 已提交
1209

1210
		// allocate the next position in the appropriate array
M
Mr.doob 已提交
1211 1212 1213

		if ( material.transparent ) {

1214 1215
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
Mr.doob 已提交
1216 1217 1218

		} else {

1219 1220 1221 1222 1223
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1224 1225
		// recycle existing render item or grow the array

1226 1227 1228 1229 1230 1231 1232 1233 1234 1235
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
Mr.doob 已提交
1236 1237 1238

		} else {

1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
Mr.doob 已提交
1250 1251 1252 1253 1254

		}

	}

1255
	function projectObject( object, camera ) {
M
Mr.doob 已提交
1256

M
Mr.doob 已提交
1257
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1258

1259
		if ( object.layers.test( camera.layers ) ) {
M
Mr.doob 已提交
1260

1261
			if ( object instanceof THREE.Light ) {
M
Mr.doob 已提交
1262

1263
				lights.push( object );
M
Mr.doob 已提交
1264

1265
			} else if ( object instanceof THREE.Sprite ) {
M
Mr.doob 已提交
1266

1267 1268 1269 1270 1271
				if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {

					sprites.push( object );

				}
M
Mr.doob 已提交
1272

1273
			} else if ( object instanceof THREE.LensFlare ) {
M
Mr.doob 已提交
1274

1275
				lensFlares.push( object );
M
Mr.doob 已提交
1276

1277
			} else if ( object instanceof THREE.ImmediateRenderObject ) {
M
Mr.doob 已提交
1278

1279
				if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1280

1281 1282
					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _projScreenMatrix );
M
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1283

1284
				}
1285

1286
				pushRenderItem( object, null, object.material, _vector3.z, null );
M
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1287

1288
			} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
M
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1289

1290
				if ( object instanceof THREE.SkinnedMesh ) {
M
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1291

1292
					object.skeleton.update();
1293

1294
				}
1295

1296
				if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
1297

1298
					var material = object.material;
1299

1300
					if ( material.visible === true ) {
M
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1301

1302
						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1303

1304 1305 1306 1307
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

						}
M
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1308

1309
						var geometry = objects.update( object );
M
Mr.doob 已提交
1310

1311
						if ( material instanceof THREE.MeshFaceMaterial ) {
1312

1313 1314
							var groups = geometry.groups;
							var materials = material.materials;
1315

1316
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
1317

1318 1319
								var group = groups[ i ];
								var groupMaterial = materials[ group.materialIndex ];
1320

1321
								if ( groupMaterial.visible === true ) {
1322

1323 1324 1325
									pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

								}
M
Mr.doob 已提交
1326

M
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1327
							}
M
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1328

1329
						} else {
M
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1330

1331
							pushRenderItem( object, geometry, material, _vector3.z, null );
1332

1333
						}
O
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1334

1335
					}
M
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1336

1337
				}
M
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1338

1339
			}
M
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1340

M
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1341
		}
M
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1342

M
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1343
		var children = object.children;
M
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1344

M
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1345 1346
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1347
			projectObject( children[ i ], camera );
M
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1348

1349
		}
1350

1351
	}
M
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1352

1353
	function renderObjects( renderList, camera, fog, overrideMaterial ) {
M
Mr.doob 已提交
1354

M
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1355
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1356

1357
			var renderItem = renderList[ i ];
M
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1358

1359
			var object = renderItem.object;
M
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1360 1361 1362
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1363

1364 1365
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
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1366

M
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1367
			if ( object instanceof THREE.ImmediateRenderObject ) {
M
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1368

M
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1369
				setMaterial( material );
M
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1370

1371
				var program = setProgram( camera, fog, material, object );
M
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1372

M
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1373
				_currentGeometryProgram = '';
M
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1374

M
Mr.doob 已提交
1375
				object.render( function ( object ) {
M
Mr.doob 已提交
1376

M
Mr.doob 已提交
1377
					_this.renderBufferImmediate( object, program, material );
M
Mr.doob 已提交
1378

M
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1379
				} );
1380

M
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1381
			} else {
M
Mr.doob 已提交
1382

1383
				_this.renderBufferDirect( camera, fog, geometry, material, object, group );
M
Mr.doob 已提交
1384

M
Mr.doob 已提交
1385
			}
M
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1386

1387
		}
M
Mr.doob 已提交
1388

1389
	}
G
gero3 已提交
1390

1391
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1392

1393
		var materialProperties = properties.get( material );
G
gero3 已提交
1394

1395
		var parameters = programCache.getParameters( material, _lights, fog, object );
G
gero3 已提交
1396
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1397

1398
		var program = materialProperties.program;
T
tschw 已提交
1399
		var programChange = true;
1400

1401
		if ( program === undefined ) {
B
Ben Adams 已提交
1402

M
Mr.doob 已提交
1403 1404
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1405

1406
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1407

M
Mr.doob 已提交
1408
			// changed glsl or parameters
1409
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1410

G
gero3 已提交
1411
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1412

T
tschw 已提交
1413
			// same glsl and uniform list
T
tschw 已提交
1414 1415
			return;

T
tschw 已提交
1416
		} else {
B
Ben Adams 已提交
1417

T
tschw 已提交
1418 1419
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1420 1421 1422

		}

1423
		if ( programChange ) {
B
Ben Adams 已提交
1424

1425
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1426

1427
				var shader = THREE.ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1428

1429 1430 1431 1432 1433 1434
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1435

1436
			} else {
B
Ben Adams 已提交
1437

1438 1439 1440 1441 1442 1443
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1444

1445
			}
G
gero3 已提交
1446

1447
			material.__webglShader = materialProperties.__webglShader;
G
gero3 已提交
1448

1449
			program = programCache.acquireProgram( material, parameters, code );
B
Ben Adams 已提交
1450

1451 1452
			materialProperties.program = program;
			material.program = program;
1453 1454 1455

		}

1456
		var attributes = program.getAttributes();
M
Mr.doob 已提交
1457 1458 1459 1460 1461

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1462
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1463

M
Mr.doob 已提交
1464
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

1478
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1479

M
Mr.doob 已提交
1480
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1481 1482 1483 1484 1485 1486 1487 1488 1489

					material.numSupportedMorphNormals ++;

				}

			}

		}

1490
		materialProperties.uniformsList = [];
M
Mr.doob 已提交
1491

1492 1493
		var uniforms = materialProperties.__webglShader.uniforms,
			uniformLocations = materialProperties.program.getUniforms();
M
Mr.doob 已提交
1494

1495
		for ( var u in uniforms ) {
M
Mr.doob 已提交
1496

1497
			var location = uniformLocations[ u ];
1498 1499

			if ( location ) {
G
gero3 已提交
1500

1501
				materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
G
gero3 已提交
1502

1503
			}
M
Mr.doob 已提交
1504 1505 1506

		}

1507 1508
		if ( material instanceof THREE.MeshPhongMaterial ||
				material instanceof THREE.MeshLambertMaterial ||
1509
				material instanceof THREE.MeshStandardMaterial ||
1510 1511
				material.lights ) {

1512 1513
			// store the light setup it was created for

1514 1515
			materialProperties.lightsHash = _lights.hash;

1516 1517 1518 1519 1520 1521 1522 1523 1524 1525
			// wire up the material to this renderer's lighting state

			uniforms.ambientLightColor.value = _lights.ambient;
			uniforms.directionalLights.value = _lights.directional;
			uniforms.pointLights.value = _lights.point;
			uniforms.spotLights.value = _lights.spot;
			uniforms.hemisphereLights.value = _lights.hemi;

		}

A
arose 已提交
1526 1527 1528 1529 1530 1531 1532 1533
		// detect dynamic uniforms

		materialProperties.hasDynamicUniforms = false;

		for ( var j = 0, jl = materialProperties.uniformsList.length; j < jl; j ++ ) {

			var uniform = materialProperties.uniformsList[ j ][ 0 ];

1534
			if ( uniform.dynamic === true ) {
A
arose 已提交
1535 1536 1537 1538 1539 1540 1541 1542

				materialProperties.hasDynamicUniforms = true;
				break;

			}

		}

M
Mr.doob 已提交
1543
	}
M
Mr.doob 已提交
1544

1545 1546
	function setMaterial( material ) {

M
Mr.doob 已提交
1547 1548
		setMaterialFaces( material );

1549 1550
		if ( material.transparent === true ) {

M
Mr.doob 已提交
1551
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
1552

1553 1554 1555 1556
		} else {

			state.setBlending( THREE.NoBlending );

1557 1558
		}

B
Ben Adams 已提交
1559
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
1560 1561
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1562
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
1563
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1564 1565 1566

	}

M
Mr.doob 已提交
1567 1568
	function setMaterialFaces( material ) {

1569
		material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
1570 1571 1572 1573
		state.setFlipSided( material.side === THREE.BackSide );

	}

1574
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1575 1576 1577

		_usedTextureUnits = 0;

1578
		var materialProperties = properties.get( material );
1579

1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593
		if ( materialProperties.program === undefined ) {

			material.needsUpdate = true;

		}

		if ( materialProperties.lightsHash !== undefined &&
			materialProperties.lightsHash !== _lights.hash ) {

			material.needsUpdate = true;

		}

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

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

		}

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

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

1608
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
1609

1610 1611
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
1612

1613
			refreshProgram = true;
M
Mr.doob 已提交
1614
			refreshMaterial = true;
1615
			refreshLights = true;
M
Mr.doob 已提交
1616 1617 1618 1619 1620 1621

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1622

M
Mr.doob 已提交
1623 1624 1625 1626
			refreshMaterial = true;

		}

1627
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1628 1629 1630

			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

G
gero3 已提交
1631
			if ( capabilities.logarithmicDepthBuffer ) {
1632

1633
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1634 1635 1636 1637

			}


1638 1639 1640 1641 1642 1643 1644 1645 1646
			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
1647
				refreshLights = true;		// remains set until update done
1648 1649

			}
M
Mr.doob 已提交
1650

1651 1652 1653 1654 1655
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
1656
				 material instanceof THREE.MeshStandardMaterial ||
1657 1658
				 material.envMap ) {

1659
				if ( p_uniforms.cameraPosition !== undefined ) {
1660 1661 1662 1663 1664 1665 1666 1667 1668 1669

					_vector3.setFromMatrixPosition( camera.matrixWorld );
					_gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
1670
				 material instanceof THREE.MeshBasicMaterial ||
1671
				 material instanceof THREE.MeshStandardMaterial ||
1672 1673 1674
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

1675
				if ( p_uniforms.viewMatrix !== undefined ) {
1676 1677

					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
M
Mr.doob 已提交
1678

1679 1680 1681 1682
				}

			}

M
Mr.doob 已提交
1683 1684 1685 1686 1687 1688 1689 1690
		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

		if ( material.skinning ) {

1691
			if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
1692 1693 1694 1695 1696

				_gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );

			}

1697
			if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
1698 1699 1700 1701 1702

				_gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );

			}

1703
			if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1704

1705
				if ( p_uniforms.boneTexture !== undefined ) {
M
Mr.doob 已提交
1706 1707 1708 1709

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
1710
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
M
Mr.doob 已提交
1711 1712 1713

				}

1714
				if ( p_uniforms.boneTextureWidth !== undefined ) {
1715

1716
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
1717 1718 1719

				}

1720
				if ( p_uniforms.boneTextureHeight !== undefined ) {
1721

1722
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
1723 1724 1725

				}

1726
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
M
Mr.doob 已提交
1727

1728
				if ( p_uniforms.boneGlobalMatrices !== undefined ) {
M
Mr.doob 已提交
1729

1730
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
M
Mr.doob 已提交
1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741

				}

			}

		}

		if ( refreshMaterial ) {

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
1742
				 material instanceof THREE.MeshStandardMaterial ||
M
Mr.doob 已提交
1743 1744
				 material.lights ) {

1745
				// the current material requires lighting info
M
Mr.doob 已提交
1746

T
tschw 已提交
1747 1748 1749 1750 1751 1752
				// 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
1753

T
tschw 已提交
1754
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1755

T
tschw 已提交
1756
			}
G
gero3 已提交
1757

T
tschw 已提交
1758
			// refresh uniforms common to several materials
G
gero3 已提交
1759

T
tschw 已提交
1760
			if ( fog && material.fog ) {
G
gero3 已提交
1761

T
tschw 已提交
1762
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1763 1764 1765 1766 1767

			}

			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
W
WestLangley 已提交
1768
				 material instanceof THREE.MeshPhongMaterial ||
1769
				 material instanceof THREE.MeshStandardMaterial ) {
M
Mr.doob 已提交
1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

			if ( material instanceof THREE.LineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

			} else if ( material instanceof THREE.LineDashedMaterial ) {

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

1786
			} else if ( material instanceof THREE.PointsMaterial ) {
M
Mr.doob 已提交
1787

M
Mr.doob 已提交
1788
				refreshUniformsPoints( m_uniforms, material );
M
Mr.doob 已提交
1789 1790 1791 1792 1793

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

1794
			} else if ( material instanceof THREE.MeshStandardMaterial ) {
W
WestLangley 已提交
1795

1796
				refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1797

M
Mr.doob 已提交
1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809
			} else if ( material instanceof THREE.MeshDepthMaterial ) {

				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

M
Mr.doob 已提交
1810
			if ( shadowMap.enabled ) {
M
Mr.doob 已提交
1811

1812 1813
				if ( object.receiveShadow && ! material._shadowPass ) {

1814
					refreshUniformsShadow( m_uniforms, camera );
1815 1816

				}
M
Mr.doob 已提交
1817 1818 1819 1820 1821

			}

			// load common uniforms

1822
			loadUniformsGeneric( materialProperties.uniformsList );
M
Mr.doob 已提交
1823 1824 1825 1826 1827

		}

		loadUniformsMatrices( p_uniforms, object );

1828
		if ( p_uniforms.modelMatrix !== undefined ) {
M
Mr.doob 已提交
1829 1830

			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
M
Mr.doob 已提交
1831

M
Mr.doob 已提交
1832 1833
		}

1834
		if ( materialProperties.hasDynamicUniforms === true ) {
A
arose 已提交
1835

1836
			updateDynamicUniforms( materialProperties.uniformsList, object, camera );
A
arose 已提交
1837 1838 1839

		}

M
Mr.doob 已提交
1840 1841
		return program;

M
Mr.doob 已提交
1842
	}
M
Mr.doob 已提交
1843

1844
	function updateDynamicUniforms ( uniforms, object, camera ) {
A
arose 已提交
1845 1846 1847 1848 1849 1850

		var dynamicUniforms = [];

		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
1851
			var onUpdateCallback = uniform.onUpdateCallback;
A
arose 已提交
1852

1853
			if ( onUpdateCallback !== undefined ) {
A
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1854

1855
				onUpdateCallback.bind( uniform )( object, camera );
A
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1856 1857 1858 1859 1860 1861 1862 1863 1864 1865
				dynamicUniforms.push( uniforms[ j ] );

			}

		}

		loadUniformsGeneric( dynamicUniforms );

	}

M
Mr.doob 已提交
1866 1867 1868 1869 1870 1871
	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

1872
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1873

1874
		if ( material.emissive ) {
M
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1875

1876
			uniforms.emissive.value = material.emissive;
M
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1877 1878 1879

		}

1880 1881 1882
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
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1883

1884
		if ( material.aoMap ) {
1885

1886 1887
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1888 1889 1890

		}

M
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1891
		// uv repeat and offset setting priorities
M
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1892 1893 1894 1895 1896
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1897
		// 6. emissive map
M
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1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

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

			uvScaleMap = material.displacementMap;

M
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1913 1914 1915 1916 1917 1918 1919 1920
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1921 1922 1923 1924
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1925 1926 1927 1928
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
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1929 1930 1931 1932
		}

		if ( uvScaleMap !== undefined ) {

M
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1933
			if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) uvScaleMap = uvScaleMap.texture;
M
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1934 1935 1936 1937 1938 1939 1940 1941
			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;
1942
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
M
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1943

1944
		uniforms.reflectivity.value = material.reflectivity;
M
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1945 1946
		uniforms.refractionRatio.value = material.refractionRatio;

M
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1947
	}
M
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1948 1949 1950 1951 1952 1953

	function refreshUniformsLine ( uniforms, material ) {

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

M
Mr.doob 已提交
1954
	}
M
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1955 1956 1957 1958 1959 1960 1961

	function refreshUniformsDash ( uniforms, material ) {

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

M
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1962
	}
M
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1963

M
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1964
	function refreshUniformsPoints ( uniforms, material ) {
M
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1965 1966 1967

		uniforms.psColor.value = material.color;
		uniforms.opacity.value = material.opacity;
1968
		uniforms.size.value = material.size * pixelRatio;
M
Mr.doob 已提交
1969 1970 1971 1972
		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.

		uniforms.map.value = material.map;

1973 1974 1975 1976 1977 1978 1979 1980 1981
		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
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1982
	}
M
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1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

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

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
1999
	}
M
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2000 2001 2002

	function refreshUniformsPhong ( uniforms, material ) {

2003
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2004
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
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2005

2006 2007 2008 2009
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
2010

2011
		}
2012

2013
		if ( material.emissiveMap ) {
2014

2015
			uniforms.emissiveMap.value = material.emissiveMap;
2016

2017
		}
M
Mr.doob 已提交
2018

2019 2020 2021 2022
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2023

2024
		}
M
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2025

2026 2027 2028 2029 2030 2031
		if ( material.normalMap ) {

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

		}
M
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2032

2033 2034 2035 2036 2037
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2038

2039
		}
2040 2041 2042

	}

2043
	function refreshUniformsStandard ( uniforms, material ) {
W
WestLangley 已提交
2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110

		uniforms.roughness.value = material.roughness;
		//uniforms.reflectivity.value = material.reflectivity; // part of uniforms common
		uniforms.metalness.value = material.metalness;

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.reflectivityMap ) {

			uniforms.reflectivityMap.value = material.reflectivityMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.lightMap ) {

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

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

2111 2112
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2113
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
2114

M
Mr.doob 已提交
2115
		uniforms.ambientLightColor.needsUpdate = value;
2116

B
Ben Houston 已提交
2117 2118 2119 2120
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;
2121

M
Mr.doob 已提交
2122
	}
2123

2124
	function refreshUniformsShadow ( uniforms, camera ) {
M
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2125 2126 2127 2128

		if ( uniforms.shadowMatrix ) {

			var j = 0;
2129
			var shadows = _lights.shadows;
M
Mr.doob 已提交
2130

2131
			for ( var i = 0, il = shadows.length; i < il; i ++ ) {
M
Mr.doob 已提交
2132

2133
				var light = shadows[ i ];
M
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2134

2135
				if ( light instanceof THREE.PointLight || light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {
M
Mr.doob 已提交
2136

2137
					var shadow = light.shadow;
M
Mr.doob 已提交
2138

2139
					if ( light instanceof THREE.PointLight ) {
M
Mr.doob 已提交
2140

2141 2142 2143 2144
						// for point lights we set the shadow matrix to be a translation-only matrix
						// equal to inverse of the light's position
						_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
						shadow.matrix.identity().setPosition( _vector3 );
M
Mr.doob 已提交
2145

2146 2147
						// for point lights we set the sign of the shadowDarkness uniform to be negative
						uniforms.shadowDarkness.value[ j ] = - shadow.darkness;
M
Mr.doob 已提交
2148

2149
					} else {
M
Mr.doob 已提交
2150

2151
						uniforms.shadowDarkness.value[ j ] = shadow.darkness;
M
Mr.doob 已提交
2152

2153
					}
M
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2154

2155 2156 2157 2158
					uniforms.shadowMatrix.value[ j ] = shadow.matrix;
					uniforms.shadowMap.value[ j ] = shadow.map;
					uniforms.shadowMapSize.value[ j ] = shadow.mapSize;
					uniforms.shadowBias.value[ j ] = shadow.bias;
M
Mr.doob 已提交
2159

2160
					j ++;
M
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2161 2162 2163 2164 2165 2166 2167

				}

			}

		}

M
Mr.doob 已提交
2168
	}
M
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2169 2170 2171 2172 2173

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

2174
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
M
Mr.doob 已提交
2175 2176 2177

		if ( uniforms.normalMatrix ) {

2178
			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
M
Mr.doob 已提交
2179 2180 2181

		}

M
Mr.doob 已提交
2182
	}
M
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2183 2184 2185 2186 2187

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

G
gero3 已提交
2188
		if ( textureUnit >= capabilities.maxTextures ) {
M
Mr.doob 已提交
2189

G
gero3 已提交
2190
			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
M
Mr.doob 已提交
2191 2192 2193 2194 2195 2196 2197

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
Mr.doob 已提交
2198
	}
M
Mr.doob 已提交
2199

2200
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
2201

M
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2202
		var texture, textureUnit;
M
Mr.doob 已提交
2203

M
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2204 2205 2206
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2207

2208 2209
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2210

M
Mr.doob 已提交
2211 2212
			var type = uniform.type;
			var value = uniform.value;
2213
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2214

2215
			switch ( type ) {
M
Mr.doob 已提交
2216

2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260
				case '1i':
					_gl.uniform1i( location, value );
					break;

				case '1f':
					_gl.uniform1f( location, value );
					break;

				case '2f':
					_gl.uniform2f( location, value[ 0 ], value[ 1 ] );
					break;

				case '3f':
					_gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
					break;

				case '4f':
					_gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
					break;

				case '1iv':
					_gl.uniform1iv( location, value );
					break;

				case '3iv':
					_gl.uniform3iv( location, value );
					break;

				case '1fv':
					_gl.uniform1fv( location, value );
					break;

				case '2fv':
					_gl.uniform2fv( location, value );
					break;

				case '3fv':
					_gl.uniform3fv( location, value );
					break;

				case '4fv':
					_gl.uniform4fv( location, value );
					break;

2261 2262 2263 2264
				case 'Matrix2fv':
					_gl.uniformMatrix2fv( location, false, value );
					break;

2265 2266 2267 2268 2269 2270 2271 2272 2273 2274
				case 'Matrix3fv':
					_gl.uniformMatrix3fv( location, false, value );
					break;

				case 'Matrix4fv':
					_gl.uniformMatrix4fv( location, false, value );
					break;

				//

M
Mr.doob 已提交
2275
				case 'i':
M
Mr.doob 已提交
2276

2277 2278
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2279

2280
					break;
M
Mr.doob 已提交
2281

2282
				case 'f':
M
Mr.doob 已提交
2283

2284 2285
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
2286

2287
					break;
M
Mr.doob 已提交
2288

2289
				case 'v2':
M
Mr.doob 已提交
2290

2291 2292
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2293

2294
					break;
M
Mr.doob 已提交
2295

2296
				case 'v3':
M
Mr.doob 已提交
2297

2298 2299
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2300

2301
					break;
M
Mr.doob 已提交
2302

M
Mr.doob 已提交
2303
				case 'v4':
M
Mr.doob 已提交
2304

2305 2306
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
2307

2308
					break;
M
Mr.doob 已提交
2309

2310
				case 'c':
M
Mr.doob 已提交
2311

2312 2313
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2314

2315
					break;
M
Mr.doob 已提交
2316

2317 2318 2319
				case 's':

					// TODO: Optimize this.
B
Ben Houston 已提交
2320
					for( var propertyName in uniform.properties ) {
M
Mr.doob 已提交
2321

B
Ben Houston 已提交
2322 2323 2324
						var property = uniform.properties[ propertyName ];
						var locationProperty =  location[ propertyName ];
						var valueProperty = value[ propertyName ];
M
Mr.doob 已提交
2325

2326 2327
						switch( property.type ) {
							case 'f':
B
Ben Houston 已提交
2328
								_gl.uniform1f( locationProperty, valueProperty );
2329 2330
								break;
							case 'v2':
B
Ben Houston 已提交
2331
								_gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
2332 2333
								break;
							case 'v3':
B
Ben Houston 已提交
2334
								_gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
2335 2336
								break;
							case 'v4':
B
Ben Houston 已提交
2337
								_gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
2338 2339
								break;
							case 'c':
B
Ben Houston 已提交
2340
								_gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
2341 2342
								break;
						};
2343 2344 2345 2346 2347

					}

					break;

2348
				case 'sa':
2349

2350
					// TODO: Optimize this.
2351 2352
					for( var i = 0; i < value.length; i ++ ) {

B
Ben Houston 已提交
2353
						for( var propertyName in uniform.properties ) {
M
Mr.doob 已提交
2354

B
Ben Houston 已提交
2355 2356 2357
							var property = uniform.properties[ propertyName ];
							var locationProperty =  location[ i ][ propertyName ];
							var valueProperty = value[i][ propertyName ];
M
Mr.doob 已提交
2358

2359 2360
							switch( property.type ) {
								case 'f':
B
Ben Houston 已提交
2361
									_gl.uniform1f( locationProperty, valueProperty );
2362 2363
									break;
								case 'v2':
B
Ben Houston 已提交
2364
									_gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
2365 2366
									break;
								case 'v3':
B
Ben Houston 已提交
2367
									_gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
2368 2369
									break;
								case 'v4':
B
Ben Houston 已提交
2370
									_gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
2371 2372
									break;
								case 'c':
B
Ben Houston 已提交
2373
									_gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
2374 2375
									break;
							};
2376

2377
						}
2378 2379

					}
M
Mr.doob 已提交
2380

2381 2382
					break;

2383
				case 'iv1':
M
Mr.doob 已提交
2384

2385 2386
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2387

2388
					break;
M
Mr.doob 已提交
2389

2390
				case 'iv':
M
Mr.doob 已提交
2391

2392 2393
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2394

2395
					break;
M
Mr.doob 已提交
2396

2397
				case 'fv1':
M
Mr.doob 已提交
2398

2399 2400
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2401

2402
					break;
M
Mr.doob 已提交
2403

2404
				case 'fv':
M
Mr.doob 已提交
2405

2406 2407
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2408

2409
					break;
M
Mr.doob 已提交
2410

2411
				case 'v2v':
M
Mr.doob 已提交
2412

2413
					// array of THREE.Vector2
M
Mr.doob 已提交
2414

2415
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2416

2417
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2418

2419
					}
M
Mr.doob 已提交
2420

M
Mr.doob 已提交
2421
					for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
M
Mr.doob 已提交
2422

M
Mr.doob 已提交
2423 2424
						uniform._array[ i2 + 0 ] = value[ i ].x;
						uniform._array[ i2 + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2425

2426
					}
M
Mr.doob 已提交
2427

2428
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2429

2430
					break;
M
Mr.doob 已提交
2431

2432
				case 'v3v':
M
Mr.doob 已提交
2433

2434
					// array of THREE.Vector3
M
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2435

2436
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2437

2438
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2439

2440
					}
M
Mr.doob 已提交
2441

M
Mr.doob 已提交
2442
					for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
R
Ryan Tsao 已提交
2443

M
Mr.doob 已提交
2444 2445 2446
						uniform._array[ i3 + 0 ] = value[ i ].x;
						uniform._array[ i3 + 1 ] = value[ i ].y;
						uniform._array[ i3 + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2447

2448
					}
R
Ryan Tsao 已提交
2449

2450
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2451

2452
					break;
R
Ryan Tsao 已提交
2453

2454
				case 'v4v':
R
Ryan Tsao 已提交
2455

2456
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2457

2458
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2459

2460
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2461

2462
					}
M
Mr.doob 已提交
2463

M
Mr.doob 已提交
2464
					for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
M
Mr.doob 已提交
2465

M
Mr.doob 已提交
2466 2467 2468 2469
						uniform._array[ i4 + 0 ] = value[ i ].x;
						uniform._array[ i4 + 1 ] = value[ i ].y;
						uniform._array[ i4 + 2 ] = value[ i ].z;
						uniform._array[ i4 + 3 ] = value[ i ].w;
M
Mr.doob 已提交
2470

2471
					}
M
Mr.doob 已提交
2472

2473
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
2474

2475
					break;
M
Mr.doob 已提交
2476

2477 2478 2479 2480 2481 2482 2483
				case 'm2':

					// single THREE.Matrix2
					_gl.uniformMatrix2fv( location, false, value.elements );

					break;

2484
				case 'm3':
M
Mr.doob 已提交
2485

2486 2487
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
2488

2489
					break;
M
Mr.doob 已提交
2490

2491
				case 'm3v':
M
Mr.doob 已提交
2492

2493
					// array of THREE.Matrix3
M
Mr.doob 已提交
2494

2495
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2496

2497
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2498

2499
					}
M
Mr.doob 已提交
2500

2501
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2502

2503
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2504

2505
					}
M
Mr.doob 已提交
2506

2507
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2508

2509
					break;
M
Mr.doob 已提交
2510

2511
				case 'm4':
M
Mr.doob 已提交
2512

2513 2514
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2515

2516
					break;
M
Mr.doob 已提交
2517

2518
				case 'm4v':
M
Mr.doob 已提交
2519

2520
					// array of THREE.Matrix4
M
Mr.doob 已提交
2521

2522
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2523

2524
						uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
2525

2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536
					}

					for ( var i = 0, il = value.length; i < il; i ++ ) {

						value[ i ].flattenToArrayOffset( uniform._array, i * 16 );

					}

					_gl.uniformMatrix4fv( location, false, uniform._array );

					break;
M
Mr.doob 已提交
2537

2538
				case 't':
M
Mr.doob 已提交
2539

2540
					// single THREE.Texture (2d or cube)
M
Mr.doob 已提交
2541

2542 2543 2544 2545
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
Mr.doob 已提交
2546

2547
					if ( ! texture ) continue;
M
Mr.doob 已提交
2548

2549
					if ( texture instanceof THREE.CubeTexture ||
G
gero3 已提交
2550 2551 2552
						 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

						// CompressedTexture can have Array in image :/
M
Mr.doob 已提交
2553

2554
						setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
2555

2556 2557
					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

M
Mr.doob 已提交
2558 2559 2560 2561 2562
						setCubeTextureDynamic( texture.texture, textureUnit );

					} else if ( texture instanceof THREE.WebGLRenderTarget ) {

						_this.setTexture( texture.texture, textureUnit );
2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573

					} else {

						_this.setTexture( texture, textureUnit );

					}

					break;

				case 'tv':

M
Mr.doob 已提交
2574
					// array of THREE.Texture (2d or cube)
2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596

					if ( uniform._array === undefined ) {

						uniform._array = [];

					}

					for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {

						uniform._array[ i ] = getTextureUnit();

					}

					_gl.uniform1iv( location, uniform._array );

					for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {

						texture = uniform.value[ i ];
						textureUnit = uniform._array[ i ];

						if ( ! texture ) continue;

M
Mr.doob 已提交
2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616
						if ( texture instanceof THREE.CubeTexture ||
							 ( texture.image instanceof Array && texture.image.length === 6 ) ) {

							// CompressedTexture can have Array in image :/

							setCubeTexture( texture, textureUnit );

						} else if ( texture instanceof THREE.WebGLRenderTarget ) {

							_this.setTexture( texture.texture, textureUnit );

						} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

							setCubeTextureDynamic( texture.texture, textureUnit );

						} else {

							_this.setTexture( texture, textureUnit );

						}
2617 2618 2619 2620 2621 2622

					}

					break;

				default:
2623

2624
					console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
2625

M
Mr.doob 已提交
2626 2627 2628 2629
			}

		}

M
Mr.doob 已提交
2630
	}
M
Mr.doob 已提交
2631

T
tschw 已提交
2632
	function setupLights ( lights, camera ) {
M
Mr.doob 已提交
2633

B
brason 已提交
2634
		var l, ll, light,
M
Mr.doob 已提交
2635
		r = 0, g = 0, b = 0,
B
Ben Houston 已提交
2636
		color,
B
brason 已提交
2637
		intensity,
M
Mr.doob 已提交
2638 2639
		distance,

2640
		viewMatrix = camera.matrixWorldInverse,
M
Mr.doob 已提交
2641

M
Mr.doob 已提交
2642
		directionalLength = 0,
M
Mr.doob 已提交
2643 2644
		pointLength = 0,
		spotLength = 0,
2645 2646 2647
		hemiLength = 0,

		shadowsLength = 0;
M
Mr.doob 已提交
2648

2649 2650
		_lights.shadowsPointLight = 0;

M
Mr.doob 已提交
2651 2652 2653 2654 2655 2656 2657 2658 2659 2660
		for ( l = 0, ll = lights.length; l < ll; l ++ ) {

			light = lights[ l ];

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

			if ( light instanceof THREE.AmbientLight ) {

2661 2662 2663
				r += color.r;
				g += color.g;
				b += color.b;
M
Mr.doob 已提交
2664 2665 2666

			} else if ( light instanceof THREE.DirectionalLight ) {

B
Ben Houston 已提交
2667 2668
				if( ! light.__webglUniforms ) {
					light.__webglUniforms = {
B
Ben Houston 已提交
2669 2670
						direction: new THREE.Vector3(),
						color: new THREE.Color()
B
Ben Houston 已提交
2671 2672
					}
				}
M
Mr.doob 已提交
2673

M
Mr.doob 已提交
2674
				var uniforms = light.__webglUniforms;
M
Mr.doob 已提交
2675

M
Mr.doob 已提交
2676
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2677
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2678 2679 2680 2681
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );

2682
				if ( light.castShadow ) {
M
Mr.doob 已提交
2683

2684
					_lights.shadows[ shadowsLength ++ ] = light;
2685 2686 2687 2688

				}

				_lights.directional[ directionalLength ++ ] = uniforms;
M
Mr.doob 已提交
2689 2690 2691

			} else if ( light instanceof THREE.PointLight ) {

B
Ben Houston 已提交
2692 2693 2694 2695 2696 2697 2698 2699
				if( ! light.__webglUniforms ) {
					light.__webglUniforms = {
						position: new THREE.Vector3(),
						color: new THREE.Color(),
						distance: 0,
						decay: 0
					}
				}
M
Mr.doob 已提交
2700

M
Mr.doob 已提交
2701 2702 2703 2704
				var uniforms = light.__webglUniforms;

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2705

M
Mr.doob 已提交
2706 2707 2708
				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
2709

2710 2711
				if ( light.castShadow ) {

2712
					_lights.shadows[ shadowsLength ++ ] = light;
2713 2714 2715 2716
					_lights.shadowsPointLight ++;

				}

2717 2718
				_lights.point[ pointLength ++ ] = uniforms;

M
Mr.doob 已提交
2719 2720
			} else if ( light instanceof THREE.SpotLight ) {

B
Ben Houston 已提交
2721 2722 2723 2724 2725 2726 2727 2728 2729 2730
				if( ! light.__webglUniforms ) {
					light.__webglUniforms = {
						position: new THREE.Vector3(),
						direction: new THREE.Vector3(),
						color: new THREE.Color(),
						distance: 0,
						decay: 0,
						angleCos: 0
					}
				}
M
Mr.doob 已提交
2731

M
Mr.doob 已提交
2732
				var uniforms = light.__webglUniforms;
M
Mr.doob 已提交
2733

M
Mr.doob 已提交
2734 2735
				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2736

M
Mr.doob 已提交
2737 2738
				uniforms.color.copy( color ).multiplyScalar( intensity );
				uniforms.distance = distance;
M
Mr.doob 已提交
2739

M
Mr.doob 已提交
2740
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
2741
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2742 2743
				uniforms.direction.sub( _vector3 );
				uniforms.direction.transformDirection( viewMatrix );
M
Mr.doob 已提交
2744

M
Mr.doob 已提交
2745 2746 2747 2748
				uniforms.angleCos = Math.cos( light.angle );
				uniforms.exponent = light.exponent;
				uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

2749 2750
				if ( light.castShadow ) {

2751
					_lights.shadows[ shadowsLength ++ ] = light;
M
Mr.doob 已提交
2752

2753 2754 2755
				}

				_lights.spot[ spotLength ++ ] = uniforms;
2756

M
Mr.doob 已提交
2757 2758
			} else if ( light instanceof THREE.HemisphereLight ) {

B
Ben Houston 已提交
2759 2760
				if( ! light.__webglUniforms ) {
					light.__webglUniforms = {
2761
						direction: new THREE.Vector3(),
B
Ben Houston 已提交
2762 2763 2764 2765
						skyColor: new THREE.Color(),
						groundColor: new THREE.Color()
					}
				}
M
Mr.doob 已提交
2766

M
Mr.doob 已提交
2767 2768 2769 2770 2771
				var uniforms = light.__webglUniforms;

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();
M
Mr.doob 已提交
2772

M
Mr.doob 已提交
2773 2774
				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
M
Mr.doob 已提交
2775

M
Mr.doob 已提交
2776
				_lights.hemi[ hemiLength ++ ] = uniforms;
M
Mr.doob 已提交
2777 2778 2779 2780 2781

			}

		}

M
Mr.doob 已提交
2782 2783 2784
		_lights.ambient[ 0 ] = r;
		_lights.ambient[ 1 ] = g;
		_lights.ambient[ 2 ] = b;
M
Mr.doob 已提交
2785

M
Mr.doob 已提交
2786 2787 2788 2789
		_lights.directional.length = directionalLength;
		_lights.point.length = pointLength;
		_lights.spot.length = spotLength;
		_lights.hemi.length = hemiLength;
2790

2791 2792
		_lights.shadows.length = shadowsLength;

2793
		_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + shadowsLength;
2794

M
Mr.doob 已提交
2795
	}
M
Mr.doob 已提交
2796 2797 2798 2799 2800 2801 2802

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

2803
			state.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

			} else if ( cullFace === THREE.CullFaceFront ) {

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

2831
			state.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
2832 2833 2834 2835 2836 2837 2838 2839 2840

		}

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

2841 2842
		var extension;

M
Mr.doob 已提交
2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854
		if ( isImagePowerOfTwo ) {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );

			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
2855 2856 2857

			if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {

M
Mr.doob 已提交
2858
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
M
Mr.doob 已提交
2859

2860
			}
M
Mr.doob 已提交
2861 2862 2863 2864

			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );

M
Mr.doob 已提交
2865 2866
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

M
Mr.doob 已提交
2867
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
M
Mr.doob 已提交
2868

2869
			}
M
Mr.doob 已提交
2870

M
Mr.doob 已提交
2871 2872
		}

2873 2874
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

2875
		if ( extension ) {
M
Mr.doob 已提交
2876

2877 2878
			if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
			if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
M
Mr.doob 已提交
2879

2880
			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
M
Mr.doob 已提交
2881

2882
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
2883
				properties.get( texture ).__currentAnisotropy = texture.anisotropy;
M
Mr.doob 已提交
2884 2885 2886 2887 2888

			}

		}

M
Mr.doob 已提交
2889
	}
M
Mr.doob 已提交
2890

2891
	function uploadTexture( textureProperties, texture, slot ) {
2892

2893
		if ( textureProperties.__webglInit === undefined ) {
2894

2895
			textureProperties.__webglInit = true;
2896 2897 2898

			texture.addEventListener( 'dispose', onTextureDispose );

2899
			textureProperties.__webglTexture = _gl.createTexture();
2900

2901
			_infoMemory.textures ++;
2902 2903

		}
M
Mr.doob 已提交
2904

B
Ben Adams 已提交
2905
		state.activeTexture( _gl.TEXTURE0 + slot );
2906
		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
M
Mr.doob 已提交
2907

H
Henri Astre 已提交
2908 2909 2910 2911
		_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
		_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
		_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

G
gero3 已提交
2912
		texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
2913

M
Mr.doob 已提交
2914 2915 2916 2917 2918 2919
		if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false ) {

			texture.image = makePowerOfTwo( texture.image );

		}

H
Henri Astre 已提交
2920
		var image = texture.image,
M
Mr.doob 已提交
2921
		isImagePowerOfTwo = isPowerOfTwo( image ),
H
Henri Astre 已提交
2922 2923
		glFormat = paramThreeToGL( texture.format ),
		glType = paramThreeToGL( texture.type );
M
Mr.doob 已提交
2924

H
Henri Astre 已提交
2925
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
2926

H
Henri Astre 已提交
2927
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
2928

H
Henri Astre 已提交
2929
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
2930

H
Henri Astre 已提交
2931 2932 2933
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
M
Mr.doob 已提交
2934

H
Henri Astre 已提交
2935 2936 2937
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
2938

H
Henri Astre 已提交
2939
					mipmap = mipmaps[ i ];
2940
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
2941

H
Henri Astre 已提交
2942
				}
M
Mr.doob 已提交
2943

H
Henri Astre 已提交
2944
				texture.generateMipmaps = false;
M
Mr.doob 已提交
2945

H
Henri Astre 已提交
2946
			} else {
M
Mr.doob 已提交
2947

2948
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
2949

H
Henri Astre 已提交
2950
			}
M
Mr.doob 已提交
2951

H
Henri Astre 已提交
2952
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
2953

H
Henri Astre 已提交
2954
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
2955

H
Henri Astre 已提交
2956
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
2957

2958
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
2959

2960
					if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
M
Mr.doob 已提交
2961

2962
						state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
2963

2964
					} else {
M
Mr.doob 已提交
2965

2966
						console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
2967

2968
					}
M
Mr.doob 已提交
2969

H
Henri Astre 已提交
2970
				} else {
M
Mr.doob 已提交
2971

2972
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
2973

M
Mr.doob 已提交
2974 2975
				}

H
Henri Astre 已提交
2976 2977
			}

G
gero3 已提交
2978 2979 2980
		} else {

			// regular Texture (image, video, canvas)
H
Henri Astre 已提交
2981 2982 2983 2984 2985 2986

			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels

			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
M
Mr.doob 已提交
2987

2988
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
2989 2990

					mipmap = mipmaps[ i ];
2991
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
2992 2993 2994

				}

H
Henri Astre 已提交
2995
				texture.generateMipmaps = false;
M
Mr.doob 已提交
2996

H
Henri Astre 已提交
2997
			} else {
M
Mr.doob 已提交
2998

2999
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
3000

H
Henri Astre 已提交
3001
			}
M
Mr.doob 已提交
3002

H
Henri Astre 已提交
3003
		}
M
Mr.doob 已提交
3004

H
Henri Astre 已提交
3005
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3006

3007
		textureProperties.__version = texture.version;
M
Mr.doob 已提交
3008

B
Ben Adams 已提交
3009
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3010

3011
	}
M
Mr.doob 已提交
3012

H
Henri Astre 已提交
3013
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3014

3015 3016 3017
		var textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
M
Mr.doob 已提交
3018

3019
			var image = texture.image;
M
Mr.doob 已提交
3020

3021 3022
			if ( image === undefined ) {

3023
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
3024 3025 3026 3027
				return;

			}

3028
			if ( image.complete === false ) {
M
Mr.doob 已提交
3029

3030
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
3031 3032 3033 3034
				return;

			}

3035
			uploadTexture( textureProperties, texture, slot );
3036

3037
			return;
M
Mr.doob 已提交
3038 3039 3040

		}

B
Ben Adams 已提交
3041
		state.activeTexture( _gl.TEXTURE0 + slot );
3042
		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
3043

M
Mr.doob 已提交
3044 3045 3046 3047
	};

	function clampToMaxSize ( image, maxSize ) {

3048
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
3049

3050 3051
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
3052

3053
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
3054

3055 3056 3057
			var canvas = document.createElement( 'canvas' );
			canvas.width = Math.floor( image.width * scale );
			canvas.height = Math.floor( image.height * scale );
M
Mr.doob 已提交
3058

3059 3060
			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
M
Mr.doob 已提交
3061

3062
			console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
M
Mr.doob 已提交
3063

3064 3065 3066
			return canvas;

		}
M
Mr.doob 已提交
3067

3068
		return image;
M
Mr.doob 已提交
3069 3070 3071

	}

M
Mr.doob 已提交
3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107
	function isPowerOfTwo( image ) {

		return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );

	}

	function textureNeedsPowerOfTwo( texture ) {

		if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
		if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;

		return false;

	}

	function makePowerOfTwo( image ) {

		if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {

			var canvas = document.createElement( 'canvas' );
			canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
			canvas.height = THREE.Math.nearestPowerOfTwo( image.height );

			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, canvas.width, canvas.height );

			console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );

			return canvas;

		}

		return image;

	}

M
Mr.doob 已提交
3108 3109
	function setCubeTexture ( texture, slot ) {

3110
		var textureProperties = properties.get( texture );
3111

M
Mr.doob 已提交
3112 3113
		if ( texture.image.length === 6 ) {

3114
			if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
M
Mr.doob 已提交
3115

3116
				if ( ! textureProperties.__image__webglTextureCube ) {
M
Mr.doob 已提交
3117

3118 3119
					texture.addEventListener( 'dispose', onTextureDispose );

3120
					textureProperties.__image__webglTextureCube = _gl.createTexture();
M
Mr.doob 已提交
3121

3122
					_infoMemory.textures ++;
M
Mr.doob 已提交
3123 3124 3125

				}

B
Ben Adams 已提交
3126
				state.activeTexture( _gl.TEXTURE0 + slot );
3127
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
Mr.doob 已提交
3128 3129 3130

				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );

M
Mr.doob 已提交
3131 3132
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
Mr.doob 已提交
3133 3134 3135 3136 3137

				var cubeImage = [];

				for ( var i = 0; i < 6; i ++ ) {

3138
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
3139

G
gero3 已提交
3140
						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
M
Mr.doob 已提交
3141 3142 3143

					} else {

3144
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
Mr.doob 已提交
3145 3146 3147 3148 3149 3150

					}

				}

				var image = cubeImage[ 0 ],
M
Mr.doob 已提交
3151
				isImagePowerOfTwo = isPowerOfTwo( image ),
M
Mr.doob 已提交
3152 3153 3154 3155 3156 3157 3158
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

				for ( var i = 0; i < 6; i ++ ) {

3159
					if ( ! isCompressed ) {
M
Mr.doob 已提交
3160

M
Mr.doob 已提交
3161
						if ( isDataTexture ) {
3162

3163
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
3164

M
Mr.doob 已提交
3165
						} else {
3166

3167
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
3168

M
Mr.doob 已提交
3169 3170
						}

3171
					} else {
3172

M
Mr.doob 已提交
3173 3174
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

3175
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
3176 3177

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
3178

3179
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3180

3181
								if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
M
Mr.doob 已提交
3182

3183
									state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3184

3185
								} else {
M
Mr.doob 已提交
3186

3187
									console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
3188

3189
								}
M
Mr.doob 已提交
3190

3191
							} else {
M
Mr.doob 已提交
3192

3193
								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3194

3195
							}
M
Mr.doob 已提交
3196

3197
						}
M
Mr.doob 已提交
3198

M
Mr.doob 已提交
3199
					}
M
Mr.doob 已提交
3200

M
Mr.doob 已提交
3201 3202 3203 3204 3205 3206 3207 3208
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

3209
				textureProperties.__version = texture.version;
M
Mr.doob 已提交
3210

B
Ben Adams 已提交
3211
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3212 3213 3214

			} else {

B
Ben Adams 已提交
3215
				state.activeTexture( _gl.TEXTURE0 + slot );
3216
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
Mr.doob 已提交
3217 3218 3219 3220 3221

			}

		}

M
Mr.doob 已提交
3222
	}
M
Mr.doob 已提交
3223 3224 3225

	function setCubeTextureDynamic ( texture, slot ) {

B
Ben Adams 已提交
3226
		state.activeTexture( _gl.TEXTURE0 + slot );
3227
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
M
Mr.doob 已提交
3228

M
Mr.doob 已提交
3229
	}
M
Mr.doob 已提交
3230 3231 3232

	// Render targets

3233 3234
	// Setup storage for target texture and bind it to correct framebuffer
	function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) {
M
Mr.doob 已提交
3235

3236 3237 3238
		var glFormat = paramThreeToGL( renderTarget.texture.format );
		var glType = paramThreeToGL( renderTarget.texture.type );
		state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
M
Mr.doob 已提交
3239
		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
3240 3241
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
		_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
M
Mr.doob 已提交
3242

M
Mr.doob 已提交
3243
	}
M
Mr.doob 已提交
3244

3245 3246
	// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
	function setupRenderBufferStorage ( renderbuffer, renderTarget ) {
M
Mr.doob 已提交
3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261

		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		} else {

3262
			// FIXME: We don't support !depth !stencil
M
Mr.doob 已提交
3263 3264 3265 3266
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

		}

3267
		_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
M
Mr.doob 已提交
3268

M
Mr.doob 已提交
3269
	}
M
Mr.doob 已提交
3270

3271
	// Setup GL resources for a non-texture depth buffer
M
Marius Kintel 已提交
3272
	function setupDepthRenderbuffer( renderTarget ) {
M
Mr.doob 已提交
3273

3274
		var renderTargetProperties = properties.get( renderTarget );
M
Mr.doob 已提交
3275 3276

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
3277
		if ( isCube ) {
M
Mr.doob 已提交
3278

3279 3280
			renderTargetProperties.__webglDepthbuffer = [];
			for ( var i = 0; i < 6; i ++ ) {
M
Mr.doob 已提交
3281

M
Marius Kintel 已提交
3282
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
3283 3284
				renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
				setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
M
Mr.doob 已提交
3285 3286

			}
B
Ben Adams 已提交
3287

3288 3289
		}
		else {
M
Mr.doob 已提交
3290

M
Marius Kintel 已提交
3291
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
3292 3293
			renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
			setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
M
Mr.doob 已提交
3294

3295
		}
M
Marius Kintel 已提交
3296
		_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
M
Mr.doob 已提交
3297

3298
	};
M
Mr.doob 已提交
3299

3300
	// Set up GL resources for the render target
M
Marius Kintel 已提交
3301
	function setupRenderTarget( renderTarget ) {
M
Mr.doob 已提交
3302

3303 3304
		var renderTargetProperties = properties.get( renderTarget );
		var textureProperties = properties.get( renderTarget.texture );
M
Mr.doob 已提交
3305

3306
		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
M
Mr.doob 已提交
3307

3308
		textureProperties.__webglTexture = _gl.createTexture();
M
Mr.doob 已提交
3309

3310
		_infoMemory.textures ++;
M
Mr.doob 已提交
3311

3312 3313 3314 3315
		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
		var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
		var glFormat = paramThreeToGL( renderTarget.texture.format );
		var glType = paramThreeToGL( renderTarget.texture.type );
M
Mr.doob 已提交
3316

3317
		// Setup framebuffer
M
Mr.doob 已提交
3318

3319
		if ( isCube ) {
M
Mr.doob 已提交
3320

3321
			renderTargetProperties.__webglFramebuffer = [];
M
Mr.doob 已提交
3322

3323
			for ( var i = 0; i < 6; i ++ ) {
M
Mr.doob 已提交
3324

3325
				renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
M
Mr.doob 已提交
3326

3327
			}
M
Mr.doob 已提交
3328

3329
		} else {
M
Mr.doob 已提交
3330

3331
			renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
M
Mr.doob 已提交
3332

3333
		}
M
Mr.doob 已提交
3334

3335
		// Setup color buffer
M
Mr.doob 已提交
3336

3337
		if ( isCube ) {
M
Mr.doob 已提交
3338

3339 3340 3341
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
			setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
			for ( var i = 0; i < 6; i ++ ) {
M
Mr.doob 已提交
3342

3343
				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
M
Mr.doob 已提交
3344 3345 3346

			}

3347 3348
			if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3349

3350
		} else {
M
Mr.doob 已提交
3351

3352 3353 3354
			state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
			setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
M
Mr.doob 已提交
3355

3356 3357
			if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
			state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3358

3359
		}
M
Mr.doob 已提交
3360

3361
		// Setup depth and stencil buffers
3362

3363
		if ( renderTarget.depthBuffer ) {
M
Mr.doob 已提交
3364

M
Marius Kintel 已提交
3365
			setupDepthRenderbuffer( renderTarget );
M
Mr.doob 已提交
3366

3367
		}
M
Mr.doob 已提交
3368

3369
	}
M
Mr.doob 已提交
3370

3371
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
3372

3373
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
3374

M
Marius Kintel 已提交
3375
			setupRenderTarget( renderTarget );
M
Mr.doob 已提交
3376 3377 3378

		}

3379
		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
M
Mr.doob 已提交
3380 3381 3382 3383
		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

3384
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
3385

M
Mr.doob 已提交
3386 3387
			if ( isCube ) {

3388
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
3389 3390 3391

			} else {

3392
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
3393 3394 3395 3396 3397 3398 3399 3400 3401 3402 3403 3404 3405 3406 3407 3408 3409 3410 3411 3412 3413 3414 3415 3416 3417 3418 3419 3420 3421 3422

			}

			width = renderTarget.width;
			height = renderTarget.height;

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_gl.viewport( vx, vy, width, height );

			_currentFramebuffer = framebuffer;

		}

M
Mr.doob 已提交
3423 3424 3425 3426 3427 3428 3429
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );

		}

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		_currentWidth = width;
		_currentHeight = height;

	};

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3435
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
3436

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3437
		if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
3438

3439
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
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3440
			return;
3441

G
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3442
		}
3443

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3444
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
3445

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3446
		if ( framebuffer ) {
3447

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3448
			var restore = false;
3449

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3450
			if ( framebuffer !== _currentFramebuffer ) {
3451

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3452
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
3453

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3454
				restore = true;
3455

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3456
			}
3457

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Mr.doob 已提交
3458
			try {
3459

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3460
				var texture = renderTarget.texture;
3461

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3462 3463
				if ( texture.format !== THREE.RGBAFormat
					&& paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
3464

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					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
3467

M
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3468
				}
3469

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3470 3471 3472 3473
				if ( texture.type !== THREE.UnsignedByteType
					&& paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
					&& ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
					&& ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
3474

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					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
3477

M
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3478
				}
3479

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3480
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3481

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3482
					_gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
3483

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3484
				} else {
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3485

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3486 3487 3488
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
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3489

M
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3490
			} finally {
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3491

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3492 3493 3494
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
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3495

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3496 3497 3498
				}

			}
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3499 3500 3501

		}

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3502 3503 3504 3505 3506 3507 3508 3509 3510 3511 3512
	};

	function updateRenderTargetMipmap( renderTarget ) {

		var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
		var texture = properties.get( renderTarget.texture ).__webglTexture;

		state.bindTexture( target, texture );
		_gl.generateMipmap( target );
		state.bindTexture( target, null );

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3513
	}
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3514 3515 3516 3517 3518 3519 3520 3521 3522 3523 3524 3525 3526

	// Fallback filters for non-power-of-2 textures

	function filterFallback ( f ) {

		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

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Mr.doob 已提交
3527
	}
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3528 3529 3530 3531 3532

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

3533 3534
		var extension;

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3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545 3546 3547 3548 3549 3550 3551 3552 3553 3554 3555 3556 3557 3558
		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;

		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;

		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;

		if ( p === THREE.ByteType ) return _gl.BYTE;
		if ( p === THREE.ShortType ) return _gl.SHORT;
		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === THREE.IntType ) return _gl.INT;
		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === THREE.FloatType ) return _gl.FLOAT;

3559 3560 3561 3562 3563 3564 3565 3566
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

			if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;

		}

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3567 3568 3569 3570 3571 3572 3573 3574 3575 3576 3577 3578 3579 3580 3581 3582 3583 3584 3585 3586 3587 3588 3589
		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
		if ( p === THREE.RGBFormat ) return _gl.RGB;
		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;

		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;

		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
		if ( p === THREE.OneFactor ) return _gl.ONE;
		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;

		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;

3590
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
3591

3592 3593 3594 3595 3596 3597
		if ( extension !== null ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
M
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3598 3599 3600

		}

3601 3602 3603
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
3604

3605 3606 3607 3608
			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
P
Pierre Lepers 已提交
3609 3610 3611

		}

3612 3613 3614
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
3615

3616 3617
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
3618 3619 3620

		}

M
Mr.doob 已提交
3621 3622
		return 0;

M
Mr.doob 已提交
3623
	}
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3624 3625

};